3. MATERIALES Y MÉTODOS
3.2. ANÁLISIS DE LABORATORIO
and amazing events, the concepts of “good and
At middle age: –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha At old age: –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. At venerable age: –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Asari have different stages: Adulthood equals the Maiden stage, Middle Age the Matron stage and the Old Age the Matriarch stage.
They possess no stage for a Venerable Age equivalent thus they suffer no penalties and gain no bonuses from such age.
Race Adulthood Batarian Brawler, Elcor Living Tank, Human Frontier Explorer, Krogan Battlemaster, Soldier, Turian Agent, Vanguard, Vorcha
Hunter
Asari Adept, Asari Huntress, Drell Assassin, Engineer, Infiltrator,
Quarian Machinist, Sentinel
Adept, Asari Scientist, Salarian Scientist, Volus
Protector Asari 80 years +2d8 +3d8 +7d6 Batarian 15 years +1d6 +2d6 +3d6 Drell 13 years +1d4 +2d4 +3d4 Elcor 20 years +3d6 +5d6 +7d6 Human 16 years +1d6 +2d6 +3d6 Krogan 100 years +2d8 +4d8 +6d8 Quarian 14 years +1d4 +2d4 +3d4 Salarian 10 years +1d2 +1d3 +2d3 Turian 16 years +1d8 +2d8 +2d10 Volus 14 years +1d4 +2d4 +3d4 Vorcha 3 years +1d2 +1d3 +1d4
Race Middle Age1 Old2 Venerable3 Maximum Age
Asari4 350 700 – +3d% years Batarian 40 80 100 +5d10 years Drell 30 50 65 +3d10 years Elcor 40 100 150 +1d% years Human 40 80 100 +5d10 years Krogan 400 750 920 +3d% years Quarian 35 65 85 +2d20 years Salarian 18 28 38 +2d10 years Turian 40 80 100 +5d10 years Volus 28 46 60 +3d8 years Vorcha 10 14 18 +1d4 years
points.
• Selflessly help someone, by spending some of your own resources: 1d3 Paragon points.
• Act based on racism: 1d3 Renegade points. • Kill based on racism: 1d6 Renegade points.
• Kill or torture a prisoner: 1d4 Renegade points. • Kill or torture a civilian: 1d6 Renegade points.
• Sacrifice someone important, or several people, just to benefit yourself: 1d8 Renegade points.
Paragon and Renegade points are tracked on different scales. A good action will not make up for an evil one; therefore, being nice
occasionally will not stop people from fearing a killer or remove the reputation of an unsympathetic heel, but nor will the occasional brutal action significantly damage the reputation of an otherwise upstanding soldier.
This code of conduct exists separately from the law. Sometimes the law may require a Paragon behavior character to act in a Renegade way. This is to say that while being mindful of your character’s morality is important, it is no less important to be mindful of the laws, especially the Citadel Laws. Don’t think that just because you extracted vital information from a prisoner,
through torture, that you won’t be condemned for using such violent method (unless you have some form of special
clearance to perform such interrogations).
Please note it is true that this code of conduct is applicable to Citadel Law but not everyone sees it the same way. For example, krogans, although under Citadel Law, respect more those that use brute force to solve their problems instead of diplomacy. And outside Citadel Space, for example the Terminus Systems, a Renegade-type character is likely to be more respected.
There is a maximum number of 125 points a character can gain in either scale, Paragon or Renegade.
Additionally, characters start the campaign with a number of points, to be divided as they desire between both scales, that depends on their age category:
• If they are in Adulthood, they start with 20 points; • If they are in Middle Age, they start with 40 points;
• If they are in Old age they start with 60 points; • If they are in Venerable age they start with 80 points.
Classes
A character’s class is one of a character’s most defining features. It is the source of most abilities, skills, and
feats, and these help give characters a unique and valuable role in any group, as well as in the universe. evil” have lost most of the importance they once
held. People became more focused on the present and how to succeed and less in such abstract concepts. But that doesn’t mean that morality lost its importance. Although there is no written code of laws that imposes behavior and morality into all, there is a sense of a code of conduct that many respect and break on occasion, which is a major factor to ensure peace and acceptance within Citadel Space. Thus, a character’s morality is measured by Paragon and Renegade points, with Paragon representing a character’s tendency to respect that code of conduct and Renegade representing a character’s affinity to ignore that code.
• That code of conduct is similar to the one applied in Earth:
• Don’t disrespect your superiors. • Don’t mistreat those below you.
• Don’t act, or assault, an innocent or defenseless person. • Don’t use force when diplomacy may wield the same, or better, results.
• Treat others with compassion. • Don’t tell big lies.
• Don’t be ruthless.
• Don’t be extremely selfish. • Obey the law.
• Punish the wicked but only when handling them to the authorities is not possible.
• Be merciful whenever possible. • Respect all.
• Etc.
Paragon and Renegade points are awarded in important, critical or too trivial situations, where the character’s behavior is likely to have a higher impact both on himself and on others. It is hard to determine how many points should be awarded at every time but that should always depend with the severity of the character’s behavior (but usually never than +5 points for each situation). For example, a character beating down a prisoner to extract information may gain +1 or +2 points in Renegade but if that character were to insult the Citadel Council, in their faces, and make a scene in the Citadel Tower, he would likely gain +5 Renegade points.
Another good way to determine how many Paragon or Renegade points a character gains, without having that determined by the GM, is to have characters roll a dice to determine that number. It would be up to the GM to determine which dice they should roll, but here are a few examples:
• Helping an injured soldier with Medi-Gel: 1d3 Paragon points. • Helping a dying civilian with Medi-Gel: 1d4 Paragon points.
• Be willing to face a situation, with odds against you, to purposely save someone important, or save several people: 1d6 Paragon
Constitution modifier at each previous level.
Biotic points: Classes with the ability to use biotic powers provide
that which is called by Biotic Points. Each biotic power costs a certain amount of biotic points to use and if there are no more points available
no biotic powers can be used.
Tech points: Classes with the ability to use tech powers provide that
which is called by Tech Points. Each tech power costs a certain amount of tech points to use and if there are no more points available no tech
powers can be used.
Special and other class benefits: Each Class Progression table
provides a column of special abilities unique to each class.
Some classes provide other level bonuses in the form of columns but are later described in the class’ description. Refer to each class’
description for more information.
Weapon, Armor and Ammo Proficiency: Whenever a character
gains the 1st level of a given class, he also gains a number of proficiencies with armor and weapons, representing the train he had with such equipment up to the point he entered the class. Regardless of training, cumbersome armor interferes with certain skills (such as Climb). See Skills and Equipment chapters to learn more about armor penalties to. Characters can become proficient with other weapon or armor types by acquiring the appropriate Armor Proficiency (light, medium, heavy) and
Weapon Proficiency (pistols, sub-machingun, shotgun, assault rifle, sniper rifle) feats. See Feats chapter to learn more about this.