Being a compendium of notes and stuff relating to using James Maliszewski’s Thousand Suns RPG to run games in the Mass Effect setting.
Species
All of these are cobbled together with information from the Mass Effect Wiki. Notable exceptions: Elcor, Volus, Hanar, Batarian, Vorcha, Geth, and Collectors—the majority of these species don’t appear in combat roles; those that do are solely antagonists (“What about Legion?” I’ll come to that if someone wants to play a Legion-analogue). And while Blasto the Hanar Spectre would be funny to play, we don’t have enough information to make playable decisions.
Notes: “Citadel Standard” is the English-equivalent that all aliens speak. All species have that as well as their own language. Humans should pick one language that matches their heritage.
Asari: A mono-gender race—distinctly feminine in appearance—the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology—allowing them to reproduce with a partner of any gender or species—give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.
Culture (Asari) 2, Empathy 1, Language (Asari) 2, Language (Citadel Standard) 2, Mental Contact 1, Presence +1, Curious, and 6 bonus points to spend.
Drell: The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.
Culture (Drell) 2, Language (Citadel Standard) 2, Language (Drell) 2, Observe 1, Body +1, Humid Susceptibility, Eidetic Memory, and 7 bonus points to spend.
Human: Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are hands-down the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.
Culture (Human) 2, Language (Citadel Standard) 2, Language (one human), and 10 bonus points to spend.
Krogan: Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most species on the Citadel, krogan eyes are wide-set – on Earth this is distinctive of prey animals, but in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Prior to the genophage, krogan could reproduce and mature at an astonishing rate.
Culture (Krogan) 1, Language (Citadel Standard) 2, Language (Krogan), Melee 0, Unarmed Combat 0, Body +2, Armor Restriction, Attack Bonus (+1), Natural Armor (AV 4), Ultra Immune System, and 4 bonus points to spend.
Quarian: The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.
Culture (Quarian) 2, Culture (Geth) 2, Language (Citadel Standard) 2, Language (Quarian) 2, Computer 1, Technical Sciences 1, Medical Sciences 1, Perception +1, Armor Restriction, Frailty, and 10 bonus points to spend.
Salarian: The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.
Culture (Salarian) 2, Language (Citadel Standard) 2, Language (Salarian) 2, Observe 1, Dexterity +1, Perception +1, Armor Restriction, Curious, Eidetic Memory, Hypersensitivity, and 6 bonus points to spend.
Turian: Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal—as shown by the cooperation of the two races on the construction of the SSV Normandy—but many turians still hate humans, and vice versa.
Culture (Turian) 2, Language (Citadel Standard) 2, Language (Turian) 2, Shoot 1, Tactics 1, Will +1, Armor Restriction, Damage Reduction (Radiation, AV 4), Natural Weapon (Claws, DV 1), and 8 bonus points to spend.
Homeworld Packages
These don’t need much alteration. Rename “Core” to “Citadel”, “Marches” to “Colonist” (and note tht high-population colonies are rare), and most Wildspace locations are stations in the Terminus Systems, thus low-tech is very rare.
Career Packages
Most protagonists in Mass Effect take some level in Army, Bounty Hunter, Criminal, Law Enforcer, Marine, Navy, Rebel, Scientist, Esper, and ESP-O. It’s rare to find a protagonist (as opposed to a supporting character) who doesn’t have at least Novice in one of those.
Worth pointing out here: Spectre is not a career; it’s a 3-point Membership.
Biotics
Biotics are mass-effect generating abilities caused by natal element zero exposure. Asari are the only known natural biotics among the known races; they can pick up Biotic skills at any point. Other races can only acquire Biotic skills by selecting one of the Esper careers.
Biotics are pretty much psychic skills from Thousand Suns. However, the list is rather restricted. The Thousand Suns Skill is given in brackets after the Biotic power.
- Barrier (Telekinetic Shield)
- Pull (Telekinesis)
- Reave (Telekinetic Grip)
- Slam/Throw (Telekinetic Blast)
Throw and Slam both use the rules for a Telekinetic Blast, but are bought as separate powers. Slam throws the target straight up rather than back on a failed Dexterity test, dealing an additional 1D12 damage in enclosed spaces.
New Biotic Skills
Charge (Body)
Action: 1 • Performed On: Self • Cost: 4
The character uses biotics to augment speed and strength, and charges across the battlefield towards a target. This culminates in a powerful collision that sends unprotected enemies flying backward, inflicting massive damage. The character travels in a straight line, ignoring all obstacles. Everyone within 5m of the character’s destination takes damage equal to the ranks in this power plus the degrees of success on a Charge skill test. In addition, the target must achieve more degrees of success on a Dexterity test than the biotic achieved or fly back 1 meter per degree of success and be knocked prone.
Singularity (Perception)
Action: 1 (Maintenance) • Performed On: Others • Cost: 6
The biotic launches a dark energy sphere to create an intense mass effect field. The field creates a warp in the space-time continuum, creating a gravity well akin to a black hole. The biotic makes a Singularity test opposed by the Body of everyone within 3 metres of the Singularity. If the biotic wins, the target is helpless and levitated out of cover, unable to move or attack for as long as the biotic maintains this power.
Stasis (Perception)
Action: 1 • Performed On: Others • Cost: 4
A biotic can hold a creature in his line of sight by making a Stasis test. If successful, the target cannot move or attack for a number of turns equal to the ranks in the power plus the degrees of success. If the target makes a successful Resist test, he’s held for half duration. While held in stasis, the target takes no damage.
Warp (Perception)
Action: 1 • Performed On: Others • Cost: 4
A biotic can spawn a Mass Effect field that destroys an opponent’s armor by making a Warp test. Ifsuccessful, the target’s armor (and any telekinetic shield) is reduced by the ranks in the power, for one round per degree of success. If the target has been affected by other biotic powers this round, Warp deals damage equal to the ranks in the power for each other biotic power, and ends that power’s duration (if any).
Technology
Most characters have a suit of armour (either Light, Medium, or Heavy Combat Armor as described in the rulebook), which can be locked down to operate in space and in hostile environments. This includes a communicator and energy-field based protection.
Available weapons include the assault rifle (without grenade launcher), sniper rifle, shotgun, pistol (stats per revolver), and submachine gun. All of these weapons use the statistics for a slugthrower versions of that weapon. Characters without a Shoot specialty in assault rifles, shotguns, and sniper rifles suffer the unskilled penalty when using one of those weapons.
The omni-tool itself is a combination computer and general-purpose engineering tool that fabricates tools and equipment as needed. It acts as a Karto, display contacts, hologram recorder and player, intellipicks, polyvox, and any set of sensor equipment necessary for the character’s trained skills. An omni-tool costs 2500$, and can be upgraded to contain a personal grenade launcher, monoblade, cloaking device, tech armor, or a combat drone.
The grenade launcher has unlimited ammunition (as the grenades are created by the omni-tool); grenade templates are available at the same price as a box of grenades. The loaded grenade template takes about five minutes to change.
The combat cloak provides the character with complete invisibility for his next action. Enemies can neither dodge nor defend an attack from a cloaked shooter. The cloaking device must be re-set with a successful Technical Sciences roll (taking one action) between each use. A cloaking device costs 1,500 to install in an omni-tool$
The combat drone creates a small (1m spherical) hovering drone. The drone can move and attack on the character’s action, but doesn’t have a controlling VI. The character can direct the drone to attack any character (the drone’s attack uses the stats of a laser pistol), the drone can hover at the same speed as the character that created it. The drone has AV 6, Vitality 30. It takes two rounds and a successful Technical Sciences roll to create the drone, and a character can only have one drone slaved to his omni-tool at any point. The drone costs 1,000$ to install.
Tech armor channels the user’s biotic powers through her armor suit’s shield matrix. This doubles the effectiveness of any biotic barrier used, though the vitality cost to create and maintain the shield increases to 3. Installing tech armor costs 1,800$
Characters with any ties to a species military, C-Sec, or the Citadel Fleet, start play with a suit of light combat armor, an omni-tool, a pistol, and a submachine gun, and will probably end up with a ship in short order. Beyond that, the character must purchase equipment and upgrades by converting benefit points to assets as normal (deduct 2000$ from the cost of armor upgrades as a trade-in for the character’s light combat armor).

