Chargen Guide


The Character Generation room contains simple, commands only walk through of the process. If you would like a more detailed version, then this is the guide you will probably want to use. We've gone into more detail here on the wiki. As always, if you have questions please contact a staffer on the game for assistance. Welcome to Character Generation!

First, you will want to come up with a basic character concept. What is it that you want your character to do? What would you enjoy playing? This core will be the target you aim for while working through your character's sheet.

The driving theme behind Mass Effect: Legends is that All Characters Matter. Although you're free to choose to create a character of lesser stature for more of an "everyman" experience, the staff perspective is that each and every player character is a remarkable individual with the potential to change the course of galactic history - Shepard is a figurehead, "…a bloody icon."

But Shepard is not the only powerful, confidant or capable personality in the whole entire galaxy.

There are a number of character information fields that are required to begin creating your character.

NOTE: If at any time during Character Generation you decide you want to start over with your character sheet, type: +RESET and then type it a second time to confirm. THIS WILL CLEAR ALL STATS (but not the text fields) so that you may start fresh.


If you are happy with the character name you chose at first log in, then you may continue onward. If you made a typo or have changed your mind on species and wish to select a more appropriate name you may do so.

To set or change your name use: @name me=<newname>
e.g. @name me=Jane Shepard
Note: If you use a two word name with a space, you must either use your @alias to log in, or you must use:
connect "name1 name2" <password>
e.g. connect "Jane Shepard" <password>


Every character can have an alias to facilitate paging. This is useful for other players when you have chosen a particularly tricky, complex, or two word name. An Alias should not be long, nor complicated to type. It is intended to be a shortcut for paging.

To set your alias: @alias me=<alias>
e.g. @alias me=Jane


We require every character to have an actual gender set. As we do not allow AI or Geth characters, every species has a gender. In the case of Asari, players should set themselves as female as this is the galactic view (right or wrong) about the Asari species.

To set gender: @sex me=<male/female>
e.g. @sex me=Female


The following species are available at opening.

To set your species type: +set species=<chosen character species>
Eg: +set species=Human

Types of Characters

Although we have worked hard to avoid pigeonholing character concepts that you can play, we do identify two broad ways in which characters can influence events. First, there's the combat character. These are the "action heroes" who have the training and ability to wade into a combat zone and wage war. Second, there are nearly limitless non-combat characters. These are the politicians, the information brokers and the historians who guide galactic culture and more subtly seek to change the course of history.

The following are some basic examples of characters from these groups.

Combat Concepts

Keeping with our "characters matter" theme, we provide enough points to make a combat character who is not merely a rank-and-file soldier but the sort of badass fit for the Normandy crew.

Appropriate: N7 Operative, Salarian STG agent, Asari Commando, L2 Biotic, Cerberus Operative, Platoon leader, Gunnery Chief, C-Sec Investigator.

Concepts not currently allowed: Spectres, Asari Justicars, Military personnel beyond the rank of a Captain (Ship or Army).

Non-combat Concepts

We also allow for non-combat characters of significant stature, people who make big decisions and have great potential to influence galactic events through means other than shooting guns.

Appropriate: Diplomat, established local or regional information broker, bridge officer or starship captain, politician, successful artist, social reformer, cutting-edge researcher, spy, celebrity, environmental activist.

Concepts not currently allowed: President of a major civilization, Council member, Chief ambassadors to the Citadel.

Once you know what concept you wish to use for your character, set it:
+set concept=<chosen concept>
e.g. +set concept=Grizzled Veteran


The faction your character is a part of (if she is a part of one at all) can have lasting affects for your character. A Quarian is almost always a member of the Migrant Fleet - which means that most every other species regards her as a scavenger or, at best, a beggar.

Below are the currently valid factions to select from. Note that you are not required to have a faction at the time of Chargen. It can be changed later should you join or switch factions.

* Citadel Security
* Spectre
* Citadel Fleet
* Systems Alliance
* Migrant Fleet
* Cerberus
* Asari Commandos
* Justicar
* Salarian STG
* Mercenaries

To set your faction use:
+set faction=<faction>
e.g. +set faction=Citadel Security


Attributes reflect the foundations of how your character is able to do the things that he or she can do. A Cerberus Phantom would need greater dexterity, a skycar mechanic would need greater Technical aptitude while a professor or galactic scholar would benefit from a greater Knowledge score. Each attribute's score directly affects the skills you will soon choose. Rolls are comprised of Attribute Die + Skill points + Specialization points.

For example, a human Mechanic might have a Technical score of the max allowed for humans, 4D. She might have purchased up to the CharGen skill point cap of 9 for her Repair skill, and purchased Specialization of Repair: Skycar to its CharGen maximum point cap of 10. To roll for skycar repairs she would roll a total of: 4D+9+10

All characters begin with 18D to distribute into their Attributes. Each has different Minimum and Maximum values that define their strengths and weaknesses. When you set your character's species the minimums will be deducted from your 18D total pool and the remainder will be free for you to distribute as you desire.

The Attributes are:

  • Dexterity: Agility, coordination, precision.
  • Strength: Physical power and durability.
  • Mechanical: Knack for operating machinery, like vehicles or sensor systems.
  • Knowledge: Overall intelligence, whether "common sense" or "academic".
  • Perception: Awareness and ability to interact with others.
  • Technical: Ability to manipulate, repair, and modify technology.
  • Biotic: The ability to control and manipulate Dark Energy with the mind and body.

You can break up Attribute dice into smaller units as long as you do so within the min/max allowed for each attribute of your chosen character species.
Each die is comprised of three Pips: D, D+1, D+2.
The die progression always follows this pattern: 1D6, 1D6+1, 1D6+2, 2D6, 2D6+1, 2D6+2, 3D6 and so on.
So: 3 pips equal 1D6
Only Attribute Dice are broken down in this manner.

To set attributes type: +attr <attribute name>=<value>
Eg: +attr Dexterity=3D, +attr Mechanical=2D+2

When you have spent all of your Attribute dice refer to +points to verify that you do not have any whole dice or pips remaining to be spent before you move on to Skills.


Where Attributes are the natural foundations for a character's capabilities, skills are the acquired abilities a character perfects throughout life, "On The Job" or through education and training.

Please note that you have ONE pool of 45 character points to use amongst Skills, Specializations and Talents. If you spend all of your points in Skills you will not have any to spend upon Biotic, Combat or Tech Talents. The Game Staff recommends reviewing skills and talents and making a short list of concept appropriate selections to help guide your purchases. Extra skills are great to flesh out a character but not at the cost of core-concept-relevant Talents.

You can check +points at any time to confirm how many character points you have spent/have remaining.

Skills appear under their respective attributes. Some skills are listed as Advanced. skills that require a base skill(s) to be purchased up to specific minimum levels before they can be purchased. Refer to Skills for more information on each possible selection and any requirements necessary before purchasing. The maximum number of skill points you may place into any one skill is 9.

Skills cost 1 point to purchase and improve. They can be bought up to +9 in Character Generation.

To set skills type: +skill <attribute name>/<skill>=<value>
e.g. +skill Dexterity/Ranged=6

To remove an undesired skill type: +skill <attribute name>/<skill>=0
e.g. +skill Dexterity/Ranged=0

Type: +list Skills to see all possible skills.

Species cost modifiers and bonuses are factored into the total spent +points.

Species related bonuses

Every species has its own unique abilities or advantages that help define their evolutionary developement.
Please refer to the Wiki page of the species you have selected for details on their Unique Abilities.

All species bonuses automatically calculate during Character Generation with the exception of human characters:
The human Adaptability skill bonus requires manually tagging two skills, which the Character Generation room will prompt a human player to do.

To select the two additional skills for Human apps ONLY (Adaptability), type: +favskill <Attribute>/<Skill>=<level>
e.g. +favskill Dexterity/Ranged=6

When you then purchase the skill as normal, the bonus will then be applied.
To remove a favored skill, type: +unfavskill <Attribute>/<skill>
e.g. +unfavskill Dexterity/ranged

Specialized Skills

Specialization allows for additional customization options that help define your character. In our previous example the character may be good at affecting general repairs to mechanical items or machines but the character is particularly good at repairing SkyCars because she purchased a specialization of Repair: Skycar at the maximum of +10.

Every Character may have two Specializations. If you do not buy them while in Character Generation you may spend XP later to purchase them.

The maximum points you may place in any one specialization is +10.

The cost for specialization points is half that of a skill: 1 skill point = 2 specialization points.

To set specializations type: +spec <attribute>/<skill>/<specialization>=<value>
e.g. +spec Dexterity/Ranged/Sniper=6

To remove a set but undesired specialization type: +spec <attribute>/<skill>/<specialization>=0
e.g. +spec Dexterity/Ranged/Sniper=0


Talents are a further definition of what a character has been trained to do. Talent categories are broken down into three areas: Biotics, Combat, and Tech. For more details on specific talents and any prerequisites to qualify for them, please refer to the Talents section of the System menu.

Talents are more powerful and cost more.
To initially purchase a Talent, it will cost 1 point.

Biotic talents level similar to skills. You may increase Biotic Talents up to +6 in Character Generation.

To set talents type: +addtalent <category>=<talent>
e.g. +addtalent Combat=Assassination

Increase the power level of a Biotic talent: +settalent <talentname>=<value>
e.g. +settalent Throw=3

To remove an undesired talent type: +deltalent <category>=<talent>
e.g. +deltalent Tech=Hacking

  • Biotic Talents: You may only purchase as many Biotic Talents as you have Whole Dice in Biotics.

e.g. 3D+2 = up to 3 Biotic Talents

  • Combat Talents: You may only buy as many Combat Talents as you have Whole Dice in Dexterity and Strength total, rounded down.

e.g. 3D+1 in Dexterity and 2D+2 in Strength = 6D. You could purchase up to 6 Combat Talents

  • Tech Talents: You may only buy as many Tech Talents as you have Whole Dice in Technical and Mechanical total, rounded down.

e.g. 3D+1 in Technical and 2D+1 in Mechanical = 5D+2. You could purchase up to 5 Tech Talents

Reputation - Paragon/Renegade

All players begin with 4 points to define the public reputation of their character based upon previous actions and decisions. The Paragon tends to be more concerned about the betterment of the galaxy, of their peers and those they work for because they believe in helping others. They are (usually) more likely to work within the letter of the law, observing regulations. A Renegade is often more self serving, interested in personal gain, or just simply unconcerned with following the letter of the law. They are more likely to consider the spirit of the law, deciding that rules can be bent as long and that the end justifies the means. It is absolutely acceptable to play as completely Paragon or Renegade as much as it is okay to split the points up any way you desire to reflect your character's specific leanings. You will earn more Paragon or Renegade points during staff run/sponsored plots or when players recommend you for either based on your actions in scenes.

Characters may gain Paragon and Renegade points as the story progresses, based upon their reactions. Staff and other players may nominate players for Paragon or Renegade reputation points.

To set Paragon or Renegade alignment type: +reputation <Paragon/Renegade>=<value>
Eg: To place all of your alignment points in Paragon: +reputation Paragon=4
Eg: To split up your alignment points: +reputation Paragon=3 and then +reputation Renegade=1


What is a character without equipment?

Mass Effect: Legends offers a fairly extensive list of weapons, armor, omni-tools and other equipment for players to tailor their characters with. Note that these are virtual items, not actual created objects.

The +item system is somewhat extensive but also reasonable to use. For help with your inventory and item management commands, see: +help +item

To review equipment, weapons and armor you can chose from, type: +shop

To browse a specific category, type: +shop <category>
e.g. +shop weapon

To view item details, type: +shop <ID#>
e.g. +shop 0501

To buy an item, type: +buy <ID#>
e.g. +buy 0501

To remove an undesired item, first type: +item
This will display your current item inventory. The items correspond to active slots in your inventory.
Note the slot the undesired item occupies and then type:
+item/toss <slot #>
e.g. +item/toss 1
This is a powerful command for your inventory. You must type the command a second time to confirm a deletion. This is a permanent deletion even after approval. BE CAREFUL.

You may select up to 15,000 credits worth of equipment while in Character Generation. You are not required to spend the entire amount. If you only need 5,000 credits worth of equipment then go with what your character would need/use. Unspent amounts of that 15,000 credit allowance will not be kept outside of Character Generation.

Characters will earn credits automatically once approved and may acquire additional credits through plot/campaign participation. These credits can be used to purchase additional equipment or upgrades later. The formula for In-Character "pay scale" is derived as follows:

3Dx100=base credits/week, and an additional +1D for 4D or higher in Knowledge and an additional +1D for every +3 in any of the following skills: Appraisal, Bargain, Business, or Value. A purely business minded character might have a truly high income but all characters will ear at least 3Dx100 per week. While it is possible that a particular week's income could be low, the average should be relatively consistent.

Written Components

The written component of character creation is intended to be short and simple. There are no essays required to prove that you can write. Your character's most important story will be written through role-play; Their past is merely the prologue.


The +finger information is basic OOC/Out Of Character information that you can use to tell others about your character, such as when you'll likely be online, a chosen actor to portray your character, a themesong etc.

See +help +finger to see the possible fields. Legends Staff prefers that all of the fields be completed but they are not all necessary or mandatory.

NOTE: Staff **does require that &Rating be set. Rating follows the standard MPAA Movie rating system beginning at PG13. This will help other players gauge the level of violence, offensive language, or possible sexual themes that will be considered acceptable when you participate in a scene or plot. Characters will not be approved without having a Rating set first.**
e.g. +finger/set rating=PG13


This should be no more than one or two paragraphs. The format is up to you. However, we discourage the "standard" chronological background that begins at early childhood and progresses to the present. We prefer that you, instead, use this space to succinctly express the character's central idea to the reader.
To set your summary, type: +profile/set profile=<Character Summary Details>

For further fields under the +profile page that can be set, type: +help +profile


A minimum of five lines is required for character descriptions. If you are stuck try to think about height, size, build, character body language or nuances, noteworthy features, chosen attire, obvious carried equipment or weapons as things to include as additional details.

Set your character's description with: @desc me=<description text>

The use of %R (carriage return) and %T (tab)

Approval Submission

When finished, the final step is to notify staff that you are ready for character review.

Type +request/add apps/<YourCharName>=Approval Request

Once you have completed Character Generation, you may return to the Out Of Character Lounge to await review and approval.

We strive to review and approve all characters within 24-48 hours unless there is a question that requires additional clarification, such as for continuity or numerical stat issues.

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