Atomic Effect A Mass Effect Guide For The Atomic Robo RPG For a rather long time, I’ve been a fan of the Mass Effect franchise The game series was a gem when I first picked it up and only kept the quality up as the series progressed While the ending was a letdown, it was a fun ride overall The galaxy it fleshed out was a rich scifi universe with some interesting corners to explore From the iPod clean Citadel to the dark streets of Omega, it offers a variety of locales to explore and worlds to save…or rob FATE has always been a good system for pulpy adventures and video games like Mass Effect are pure pulp When the Atomic Robo rpg came out, it set a great template for how to handle scifi in FATE and sets a good starting point for where to go This document is a guide on how to use AR to play out adventures in the Mass Effect universe It will try to be unintrusive as possible As such, this is guide will mostly suggest which weird modes to use and/or rename for the setting, ways to handle powers from Mass Effect, some rules on gear, and one important little change to conflicts Conflicts For the most parts, the normal rules for AR’s physical conflicts are just fine for Mass Effect One distinction is that conflicts should always take place in atleast 2 zones as Mass Effect tends to have fights occur in big areas You shouldn’t have more than four, but a minimum of 2 is advised In a similar vein, Mass Effect is a cover-based shooter As such, situation aspects to make travel to other zones difficult is encouraged Even if an obvious example doesn’t exist in an environment, you could always use Enemy’s Fire or Out Of Cover as one