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The Galactic Council has brought you here because you’re the best they could find (or afford). The officers they sent for you have so far remained tight lipped about why they chose you or for what you were chosen.

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CotC will use a modded d20 system that limits the options and actions a player has in a turn. A player can only perform one action in a turn, so combat rounds (cycling through all players and npcs) happens fairly quickly. No more arcane formulas or statistics. Everything is streamlined and uniform. This keeps players engaged and there are no more five minute math problems slowing down the game like in other systems. More on the combat and out of combat systems look here.


Council races include Humans, Turians, Asari, Salarian. These races hold the highest amount of influence in the galaxy. Some galactic citizens are indignant toward these races (For example, do not expect that, as a Turian or Salarian, for a Krogan to be immediately friendly). But others respect them for other reasons. As always, it is important to know your source material. Please refer to the Mass Effect Wiki for information regarding the outlook, culture and history of any races you are interested in or may interact with. Players may also play a non-council galactic race such as Batarians, Quarians, Krogan, or Drell (who fight for the Hanar). With the exception of the Drell, these races can sometimes be met with indignant attitudes from certain races. Playing politics and working with/against these intolerances will play a role in the campaign so whatever you choose, choose wisely and learn your race!


There are six available classes, just as in the original Mass Effect games. These are Soldier, Adept, Engineer, Vanguard, Infiltrator and Sentinel. More can be found here.


Each player may choose a backstory, but does not have control over specifics. These backstories may affect the way NPCs interact with you, or options available to you in a situation. They may also come back to help (or haunt) you.


There are four categories of weapons:

Primary, Secondary, Ordinance and Heavy.

Primary: Assault Rifles, Shotguns, Sniper Rifles
Secondary: SMGs, Heavy Pistols
Ordinance: Grenades, Plastique explosives, other thrown weaponry.
Heavy: Rocket-Propelled ordinance, Heavy Machine Guns, Energy Weaponry

Assault Rifles and SMGs fire fast, making them ideal against shielded (tech or biotic) enemies. Slower firing weapons, like Heavy Pistols, Shotguns and Snipers tear through armor.

ARs and SMGs receive +2 to rolls against shielded enemies. Shotguns and Pistols receive +2 to rolls against armored enemies and Snipers receive +2 to armored, -1 to shielded.

Players may carry a Primary and Secondary weaponry, and a limited quantity of any one type of ordinance. If they choose to carry Heavy Weaponry, They sacrifice a Primary and Ordinance slot, unless their race or class perks state otherwise. For example:

Shepard is a Human Soldier. As a soldier, he may replace his secondary slot with a primary weapon. This means that even with a heavy weapon, he may still use a primary weapon but must still sacrifice an ordinance slot in order to carry the heavy.

Tali is a Quarian Infiltrator, meaning she may carry two ordinance slots but heavy weaponry is unavailable to her.

Note: The omni-tool has a blade attached, which can be used for melee attacks. Bayonets can also be attached to weapons for a massive melee bonus.

Perks and Specializations:

Players may choose a Perk or a Specialization every odd-numbered level. This means that a player may start with one Perk or Specialization. Perks modify passive stats and active abilities, while Specializations modify weapon efficiency or armor effectiveness.

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