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Changes

The document outlines various updates and changes made to game mechanics, including the introduction of new powers and clarifications on existing ones. Key updates include changes to the Ardat-Yakshi compel mechanic, the reworking of the Drone power, and adjustments to combat mastery powers. Additionally, several aspects of gameplay, such as ammo effects and companion mechanics, have been refined for clarity and consistency.

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0% found this document useful (0 votes)
10 views5 pages

Changes

The document outlines various updates and changes made to game mechanics, including the introduction of new powers and clarifications on existing ones. Key updates include changes to the Ardat-Yakshi compel mechanic, the reworking of the Drone power, and adjustments to combat mastery powers. Additionally, several aspects of gameplay, such as ammo effects and companion mechanics, have been refined for clarity and consistency.

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jpwjob
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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October 30th, 2014 Release

page 33: Ardhat-Yakshi: When embracing another the character receives an automatic
compel (no fate points are received), requiring them to subsume their target. Doing so
allows the Ardat-Yakshi to receive a +1 bonus to all Biotics rolls for the remainder of the
adventure. The character may spend a fate point to resist the urge (and compel),
embracing the target normally.

page 143-145: Drone: This power has been updated to be more in line with the refined
Companion rules and has changed significantly. A new drone aspect has been included
(TARGET DRONE).

page 152: Combat Mastery. There have been multiple changes to the combat mastery powers,
specifically adrenaline rush, carnage (new power), and concussive shot are treated as singular
powers, similar to biotic and tech powers with invoke and compel components that can be
selected at the time of use. Likewise, these powers have recharge components.

page 152: Cryo Ammo: Unless shot again with a gun with cryo ammo, the effect dissipates
at the end of the user’s next exchange.

page 153: Incendiary Ammo: This effect dissipates at the end of the user’s next exchange.

page 153: Shredder Ammo has been added.

page 154: Marksman: When invoking an aspect to fire, the character receives a +2 to hit a
target with any firearm and Damage: +1.

page 174: Spin: This section has been re-written to reflect spin’s purely defensive nature.

page 192: Companions: This section has been re-written to be clearer and in line with similar
Fate implementations. The mechanics have changed significantly.

page 228: Using Spin: This section has been updated to reflect the updated rules for spin.

September 1st, 2014 Release


Various typographical and layout errors have been corrected throughout the entire document.

page 45: Krogan Great Strength: The high gravity and harsh environment of Tuchanka has
made krogans extremely strong. They gain a +1 to all Fight rolls. When grappling, you may
inflict a Damage: 2 hit on an opponent as a supplemental action for free (does not cost a
standard action).

page 84: Fight, Attacking: Damage is determined by the number of shifts achieved.

page 87: Medicine, clarification: Using Medi-gel to recover stress (see page 184) does not
require the use of the Medicine skill.

page 92: Stealth, Overcome Obstacles: You are easier to be noticed when using Stealth and
moving: +2 for a slow creep, +4 walking, +6 jogging, and +8 while sprinting. During a
conflict the bonus to spot a character trying to remain hidden is +2 per zone moved.
page 95, Systems, Special: Using Tech powers (page 118, Powers) with the Systems skill
requires the investment of one point of refresh and an appropriate high concept to buy
into the ability.

page 98: As covered on page 21, Making a Character, you receive a free number of stunts and
skill stunts. The latter must be spent on stunts tied to skills, such as those in this chapter.

page 99, Sample Skill Stunts: These are referred to as skill stunts because they’re tied to
skills. During character creation (page 21) you get a few for free.

page 106, FLAWLESS PARRY: You’re skilled at defending yourself when holding a melee
weapon.

page 107, STRIKE TO THE HEART: This stacks with any other damage-increasing stunts for
melee weapons.

page 107: RAIN OF LEAD has been replaced by HAIL OF LEAD.


HAIL OF LEAD
You’re skilled at laying down a scathing hail of suppressive fire. When using Guns to perform a
block you can increase the severity of the block by two, once per target.

Page 115: Scavenger has been rewritten.


SCAVENGER
You always seem to be able to come up with whatever you need in a natural environment.
Whether searching for firewood, material for a fishhook, or any other item you wish to scrounge
from the local environment, roll the dice. If your net result is a +, you find just the thing you
need. For each + beyond the first, find an additional item of use or increase the quality by one
step.

page 123: Dark Channel: INSIDIOUS CHANNEL’s Invoke ability has been altered.
INSIDIOUS CHANNEL
Invoke: Increase dark channel’s secondary damage to two.
page 123: Dark Channel: UNFETTERED CHANNEL’s invoke effect has been updated to affect
multiple targets.
UNFETTERED CHANNEL
Invoke: The dark channel’s field expands, attacking two targets within the same zone. Each
target, upon defeat, can spawn a new dark channel attack, up to a total of potentially four. The
secondary targets must be within Range: 2.

page 124: Dominate: FURIOUS DOMINATE clarification:


FURIOUS DOMINATE
Compel: The negative feedback from the domination link causes 1 point of stress to the biotic
for every exchange dominate is in use. Armor and shields have no effect.

page 124: Dominate: VULNERABLE DOMINATE adjustment:


VULNERABLE DOMINATE
Invoke: The dominated target is especially vulnerable, letting its guard down. Increase all
damage done by the next attack to the target by +2.
page 125: Flare clarification: Clearing the aspect (KNOCKED PRONE) requires the target to
use a movement or supplemental action to stand up.

page 125: Flare: RELENTLESS FLARE has been renamed to CHARGED FLARE.

page 126: Lash: ROBUST LASH has been clarified:


ROBUST LASH
Compel: The mass effect field of the lash is highly concentrated, preventing its use to cause a
detonation against an armored target.

page 127: Nova: Nova’s description has been updated to reflect that it affects the Area around
the biotic “Range: 0 (self).”

page 128: Pull: The effect of CRUSHING PULL has been altered:
CRUSHING PULL
Invoke: The pull’s mass effect field also crushes its target, doing damage. Inflict Damage: 2
stress to the target, regardless of the maneuver roll made (as long as it was successful).
Compel: As above, apply the Damage: 2 effect but the pull has no block effect nor may apply
the FLOATING HELPLESSLY aspect against targets caught by it.

page 129: Reave: WANDERING REAVE has been clarified:


WANDERING REAVE
Invoke: The reave power can affect all opponents in a zone. Make an attack as normal for each
target in the zone. Regardless of the number affected, the damage reduction of the reave
is 1 (unless ABLATIVE REAVE is also invoked).

page 131: Slam: STUNNING SLAM has been clarified:


STUNNING SLAM
Invoke: In addition to its normal damage, the aspect STUNNED is applied to the target for a
duration of one exchange if it is successfully lifted into the air.

page 133: Stasis: VULNERABLE STASIS has been updated:


VULNERABLE STASIS
Invoke: The target takes +2 damage from the next attack while in stasis.
Compel: Stasis can only affect the target once; the target is then immune for the remainder of
the scene.

page 134: Throw has been re-worked and in line with other powers such as Shockwave.
Damage is more consistent with the number of zones thrown, rather than a fixed amount.

page 135: Warp: EXPOSING WARP is more consistent with other vulnerable effects.
EXPOSING WARP
Invoke: The warp makes the target more vulnerable to damage, increasing damage taken from
the next attack by +2.

page 139: Cryo Blast’s OBLITERATING CRYO BLAST has been updated to be more consistent
with other vulnerable effects.
OBLITERATING CRYO BLAST
Invoke: The target is particularly vulnerable to damage from the next attack, receiving an
additional +2 to damage while under the effects of the cryo blast.

page 145: Energy Drain is considered an attack or an maneuver, depending whether it is used
against an organic or synthetic. If the latter, a free aspect is not conveyed when using the power
as an attack.

page 146: VOLCANIC INCINERATE has had its damage reduced: Treat all damage inflicted by
the initial incinerate blast as having a Weapon: 4 with an equal Penetration value versus armor.

page 148: Sabotage: BERSERK SABOTAGE damage bonus has been reduced.
BERSERK SABOTAGE
Invoke: When used on a synthetic to take control, for the duration increase its damage by
+1.

page 148: Sabotage: The weapon destroying effects of NEFARIOUS SABOTAGE were
inadvertently included in the effects of ABERRANT SABOTAGE. Now one (ABERRANT) is
designed for synthetics and the other (NEFARIOUS) is for organics wielding weapons.

page 149: Sentry Turret: Duration has been clarified for a scene and the Systems bonus cannot
exceed the skill cap.

page 150: Tactical Cloak: The UNSEEN PREDATOR aspect may now be freely (and creatively)
tagged, most notably as a defensive action to receive a +2 to defense when attacked or
offensively as a Stealth bonus. There is no longer a 4-point bonus to Stealth or a penalty to hit
baked in for ranged attacks.

page 152: Combat Mastery: Clarified there is no meta buy-in for combat mastery; powers are
purchased individually at a cost of one refresh each. Also, several powers have received slight
boosts.

page 152: Adrenaline Rush has received a boost: This provides a character with a +2 to
Alertness checks for the purposes of determining Initiative and the fragile aspect IN MY
SIGHTS.

page 152: Adrenaline Rush (Hardened) has received a boost: The soldier may take an
additional moderate consequence.

page 153: Greater Fortification Training has received a boost: Whenever you activate your
Fortification Training you also reduce all incoming damage by 2.

page 154: Marksman has received a boost: For a fate point the character receives a +2 to hit a
target with any firearm and Damage: +1.

page 154: Unity has been clarified to not require an action (is free), can be used not on your
turn (an interrupt), however the character using the ability must be the acknowledged leader of
the team at that time.

page 175: Added details on using complementary skills and associated index reference.
page 177: The table has been updated to reflect depreciated skills that have been removed
from the original Bulldogs! implementation:

the attacker wants... So he uses... And the defender can use...


To physically harm Fight or Guns Athletics, Fight, or Guns
To deceive Deceit Empathy or Rapport
To scare Intimidation Resolve
To charm Deceit or Rapport Deceit or Rapport
To force movement Fight or Endurance Endurance

page 184: “This may mean getting sleep in a comfortable bed, spending time with a
cherished companion…” is more representative of the inclusive setting of Mass Effect.

page 192: Companions: Text updated to refer to the three advancements received upon
selecting the stunt.

page 203: A number of weapons incorrectly had Aspects placed on them versus the Specialized
improvement.

page 207: Stealth Field has been reworked to remove its baked in bonuses and apply an
aspect. It has also been limited in its utility so that the tech power, Tactical Cloak, remains more
powerful.

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