| CLasses | Adept | Engineer | Soldier | Infiltrator | Sentinel | Vanguard |


The galaxy has rules. Not the laws of men or the rule of some petty Council. Bigger, better rules. You drop something—it falls. You can’t make something out of nothing. Physics is physics, right?

Oh, the things we tell ourselves to feel better about the long, dark nights.

You’ve spent so very long training those implants. The experiments that nearly drove you mad and all the botched surgeries that endangered your very soul. For what? For power. What else is there? Not just the power Credits but the power to boil a man’s blood in his veins. To call on the mass of the galaxy and the churn of singularities. To shrug off the rules the galaxy holds so dear.

Let them cast their sidelong glances. Let them call you "freak." Who among them can crush their enemies with their minds?

Yeah. We didn’t think so.

Adepts are powerful biotics. With the help of implants, they can summon localized mass-effect fields to wreak devastation amongst their enemies.

Primary Stat: Cool +3

Suggested Class MoveSingularity: When you create a mass effect field on or near your enemy, roll +Cool. On a 10+, hold 3. On a 7-9, hold 2. On a miss, you come under concentrated fire now. (If it’s before 9:00, now it’s 9:00). Advanced Singularity: On a 12+, 4 hold

Spend your hold, 1 for 1 to choose an option below.

Take the Suggested Class Move and +1 Move from the Biotics Moves list, or take +2 moves from the class list and forgo the suggested class move.

Starting Equipment:
Your load is 7+Hard