Character Creation

Aspects

Your character’s aspects are the cornerstone of your character and define who they are and how they came to be. They are part background, part psychological profile, and part of what drives them.

When creating a character aspect you should always think of a positive way that you can invoke that aspect for a bonus—when does it come into play?—and, conversely, a negative way that aspect can be compelled against you.

Sample Aspects

THROWN INTO THE FIRE
Invoke: When confronting a new situation and rising to the occasion to overcome
Compel: Her naïveté blinds her to the situation that others would otherwise see through
(“Why are the criminals running? I said ‘halt.’ Do we shoot them now?”)
STANDS BY HIS REPORT
Invoke: Convince people of his party’s skill (if truthful)
Compel: Relying on bad or incomplete information (she is great at finding and disarming traps); stubborn when changing opinion
WORDS CAN BE WEAPONS
Invoke: Lying or intimidating people
Compel: When he needs people to trust him or feel at ease

Starting Aspects

High Concept

Perhaps the most important aspect, the high concept should include the character’s career and calling. Biotics and those with tech powers should select a high concept that includes those qualities in it. It is the character’s job, his life, and his obligations.
It should speak to the very core of the character on a fundamental level and provide both positives and negatives to the character. Like all aspects, a character’s high concept should also be a double-edged sword that can be compelled or cause complications in a story.

Examples: BIOTIC SPECTRE IN TRAINING; I BECAME A SOLDIER TO SAVE LIVES; GHOST IN THE MACHINE.

Trouble

Trouble should be the driving influence of the character that forces him to go out and face off against impossible odds. It can be either internal like the Justicar’s Code that Samara adheres to or external like Shepherd’s obligations to the Alliance. But most of all, your trouble complicates your character’s existence in some way. Be wary that your trouble doesn’t overlap too closely with your character’s high concept; they’re not intended to go hand-in-hand.

As a complication, your character’s trouble shouldn’t be something that is easily fixed or changed, or else your character already would have done so. It could be a personality quirk or flaw, an obligation or debt that hangs over you, or a code of conduct or way of life that you always strive to uphold.
Despite its name, a trouble can also be positively used (invoked) during play. You could have learned from your trouble how to better handle a situation, or it could represent a level of commitment that fuels you during a scene.

Examples: SEEK THE TRUTH NO MATTER THE COST; MY GUT OUTRANKS YOU; I ONLY HUNT PREDATORS.

Background Aspects

Background Aspects will reflect your Combat Experience, Race, and Backgrounds, chosen after you pick your three Skill Modes

Skill Modes

Each character has three skill groups, or Modes, ranked +1, +2, and +3.

Combat Modes: Pick 0 or 1

Soldier Adept Engineer Vanguard Infiltrator Sentinel
Fight Biotics Demolitions Athletics Gene-Splicing Biotics
Medical Empathy Knowledge Biotics Shoot Fitness
Gene-Splicing Medical Engineering Gene-Splicing Stealth Tech
Shoot Will Tech Fight Tech Will

Racial Modes: Pick 0 (Human) or 1

Asari Batarian Drell Krogan Quarian Salarian Turian
Biotics Demolitions Athletics Fight Drive Knowledge Athletics
Empathy Notice Knowledge Fitness Engineering Medical Fight
Rapport Shoot Stealth Gene-Splicing Tech Tech Shoot
Extra Stunt Extra Stunt Extra Stunt Extra Stunt Extra Stunt Extra Stunt Extra Stunt

Background Modes: Make remaining picks (up to 3)

Aristocrat Assassin Criminal Detective Diplomat Explorer
Contacts Demolitions Burglary Contacts Deceive Athletics
Deceive Fight Deceive Investigate Empathy Drive
Rapport Shoot Notice Notice Rapport Investigate
Resources Stealth Stealth Provoke Will Medical
Mercenary Mil. Grunt Mil. Officer Mil. Pilot Scientist Technician
Athletics Athletics Fitness Drive Investigate Engineering
Demolitions Fight Provoke Shoot Knowledge Knowledge
Provoke Fitness Rapport Notice Medical Notice
Shoot Shoot Shoot Tech Notice Tech

Any Skill listed is considered Trained.

Any Skill on two listed becomes Focused and is (Highest Value)+1.

Any Skill on all three lists becomes Specialized and is (Highest Value)+1.

Individual Skill Training

Every character has 7 points to improve skills.

Buying a new skill to Trained (+0) costs 1 point.
Improving a Trained skill to Focused costs 1 point.
Improving a Trained skill to Specialized costs 3 points.
Improving a Focused skill to Specialized costs 2 points.

Skill List

Skill Overcome Create Advantage Attack Defend
Athletics X X X
Biotics X X
Burglary X X
Contacts X X X
Deceive X X X
Demolitions X X X
Drive*X X X
Empathy X X X
Engineering X X
Fight X X X X
Fitness X X X
Investigate X X
Gene-Splicing X X
Knowledge*X X
Medical X X
Notice X X X
Provoke X X X
Rapport X X X
Resources X X
Shoot*X X X
Stealth X X X
Tech X X
Will X X X

Stunts & Fate Points

Each character starts with 3 Stunts (plus any from Backgrounds) and 3 Fate Points (and Refresh 3). Characters may chose stunts for any skill they possess. They may buy more stunts at 1 Fate Point (and Refresh) each.

Racial Stunts

Biotic Stunts

Tech Stunts