With ME2 out now, I'm of a mind to work on this. I'll be using d20 Modern and d20 Future (around PL6-7) as a mechanical basis and draw from Destro_Yersul's project of 2 years ago for various things.
Asari
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Medium Humanoid (Asari)
Asari base land speed is 30 feet.
-2 Str, +2 Charisma
Mind-Meld: Asari have a natural ability to attune their nervous systems to those of another nonmindless being, which they evolved for reproductive purposes. In order to perform a mind-meld, the asari must be within 5 feet of a willing target. Establishing the mind-meld is a full-round action that provokes attacks of opportunity, and the asari must concentrate in order to maintain it. Once the mind meld has been established, the asari may draw on knowledge present in their partner, or implant memories into their mind. The asari may also choose to become pregnant; see Mixed Heritage below.
Naturally Biotic: Asari begin play knowing one biotic talent, substituting their character level for class level wherever appropriate, and do not need to take the Biotic feat in order to learn further biotic talents.
Mixed Heritage: Though the unique method of asari reproduction does not actually give their children any of the traits of the father species, many asari express their heritage through their personalities and inclinations. Asari begin play knowing a talent from one of the talent trees associated with their father species, substituting their character level for class level wherever appropriate. Asari with a human "father" receive a free bonus feat. Pure-blood asari choose a talent from the Empathic, Insightful, or Charm talent trees. Asari do not need to take levels in basic classes to learn further talents in their chosen tree.
Batarian
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Medium Humanoid (Batarian)
No ability modifiers.
Base Land speed 30
Four Eyes: Batarians have two pairs of eyes, giving them a +2 bonus on Spot and Search checks. Their eyes also give them an advantage in negotiations, as other species are not sure which pair of eyes to look at. This gives Batarians a +2 bonus to Bluff, Diplomacy, and Sense Motive checks.
Callous: Batarians have a reputation for being thugs, pirates and slavers, giving them a +2 bonus on Intimidate checks.
Social Caste: Batarian culture enshrines strength and dominance, and every batarian knows both how to establish dominance over those lower than them and how to toady to their superiors. Batarians begin play knowing the Fast-Talk talent from the Fast-Talk talent tree, substituting their character level for their class level wherever appropriate, and do not need to take levels in the Charismatic basic class to take additional talents in that tree.
Drell
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Medium Humanoid (Drell)
+2 DEX, -2 CON
Base Land speed 30
Perfect Recall: Drell can relive anything they have ever experienced in perfect detail, granting them a +5 bonus on Intelligence-based checks. However, this can be dangerous; drell can lose themselves in their memories if they aren't careful. The first time a drell spends an action point in an encounter, he has to make a Will save against DC 10 + half the drell's character level, rounded down to a minimum of 1. Failure indicates that the drell is lost in his own memories for 1 round, becoming flat-footed and unable to take any action, as well as aborting whatever action he was about to spend the action point on.
Naturally Fast: Drell have quick reflexes, and begin play knowing a talent from either the Defensive or Increased Speed talent trees, and do not need to take levels in the Fast basic class to take additional talents in those trees.
Elcor
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Large Humanoid (Elcor)
+4 STR, -4 DEX, +2 CON, -2 CHA
Base Land Speed: 15 ft.
The large Elcor grew up on a planet with an extremly high pressure, where a simple fall could prove fatal. Their bodies adapted, making them strong enough to hold up their bodies, and hardy enough to stand the pressure. This has colored the Elcor personalities where the are slow and deliberate - far from personable traits.
Hard to Read: Elcor Body language and phermones are to subtle for most species in the galaxy, and they often go out of their way to state the tone they're intending when they speak. An Elcor gains a +12 bonus on Bluff checks versus non-Elcor.
No Hands: Although Elcor DO have hands, they walk on them, using their arms as a second set of legs. Elcor are considered quadrupedal (for purposes to include carrying capacity), and may not use hand-held weapons. The can perform tasks requiring manual dexterity, but may only use one hand at a time, requiring cooperation for more intricate tasks.
Living Tank: Elcor are extremely effective warriors, although the majority of their wars are fought using VI, Elcor are capable of fighting, themselves, and when they do, the effect is often devastating. Elcor receive +2 Natural Armor and DR 3/-.
Elcor Weaponry: Elcor carry heavy weapons on the battlefield, mounting them on their backs. An elcor may carry up to one Huge weapon, with two large weapons constituting a huge and two mediums constituting a large.
Naturally Dedicated: Descended from herd animals, elcor know how to read the people around them. They begin play knowing a talent from the Empathic or Insightful talent trees, substituting their character level for class level wherever appropriate, and do not need to take levels in the Dedicated basic class to take additional talents in those trees.
Hanar
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Medium Abberation (Hanar)
-4 STR, +2 CHA, +2 INT
Swim speed 50
Hanar physiology is designed for an aquatic enviroment, and would crumple under its own weight in an atmosphere. However, they are intelligent and have a way with words.
Bioluminescent: Hanar glow with an odd inner light, and as such illuminate an area equal to five feet. This makes it impossible for them to hide using darkness as concealment.
Enkindler Worship: Hanar society usually worship the Protheans, whom they believe gave them the twin gifts on intelligence and speech and call "Enkindlers". They have +2 to all checks regarding the history of the Prothans, and apply either their Knwoeldge (Religion) or their Knowledge (History) to such checks, whichever is higher.
Polite: Hanar are exceedingly polite, and recieve a +2 bonus to Diplomacy Checks.
Anti-Gravity: All Hanar are equipped with a mass effect generator (free) which causes them to levitate two inches above the ground. As such, they cannot be detected by Tremor Sense or similar abilities. This device grants them a fly speed of 10 feet.
Blindsight: Hanar have no eyes, and cannot see, however, they can sense their enviroment within a 120' radius as if they could see. They are not affected by darkness or low light.
Naturally Speedy: In water, the Hanar are lightning fast, and they begin play knowing the Evasion talent from the Defensive tree. They may learn further talents from the tree without taking levels in the Fast basic class.
Krogan
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Medium Humanoid (Krogan)
+4 Con, +2 Str, -2 Wis, -4 Cha
Base Land Speed 30
+2 natural armor
+4 to intimidate
Wide-Set Eyes: Krogan eyes are set farther apart than those of most other species; while this grants them a wider field of vision, it also impedes their long-distance depth perception. Krogan gain a +2 bonus on Spot checks, but suffer double the normal attack penalties due to range.
Genophage: All krogan are infected with the Genophage, which means that only one in every thousand births is even viable. This combined with the warlike nature of krogan means that they are a slowly dying race. Krogan aren't suited to the mindset of scientist, so almost no progress is made on finding a cure either.
For those who will inevitably try to get a krogan pregnant, do the following: Have the DM arbitrarily pick two numbers. One between 1 and 100, the other between 1 and 10. Then roll a d100 and a d10 and see if both numbers came up. If they did, the pregnancy is a viable one.
Naturally Tough: Krogan begin play knowing one talent from the Damage Reduction, Energy Resistance, or Unbreakable talent trees, substituting their character level for class level wherever appropriate. Krogan do not need levels in the Tough basic class to take additional talents in those trees.
Regeneration: Krogan regenerate (Con mod) points of hit point damage each round. Fire damage cannot be regenerated.
Redundant Organs: Krogan possess multiply redundant organs. This makes them immune to paralysis and gives them a 50% chance of taking only normal damage when subjected to a critical hit.
Blood Rage: Krogan are susceptible to flying into a berserk rage when they are injured, requiring them to make a Will save against DC (10 + half the damage taken) whenever they take hit point damage or enter a rage. Krogan may also voluntarily enter a rage, up to once per encounter. A raging krogan temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Defense. The increase in Constitution increases the krogan’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a krogan cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he use Tech abilities or activate complex technological items. He can use any feat he has except Combat Expertise. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the krogan loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Level Adjustment: +2
Quarian
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Medium Humanoids (Quarian)
No ability modifiers.
Quarians are smart and agile but due to the hyper-sterile environment of the Flotilla, they lack a strong immune system.
Sterile Enviroment: Due to the hyper-sterile enviroment of the Flotilla, quarians lack an strong immune system. They are innoculated aginst diseases, but they collectively prefer the saftey of their Bio-Suits to going without. As such, quarians recieve a -2 to Fortitude saves to resist disease and poison. Quarians begin the game in possession of a Bio-suit.
Naturally Technical: Quarians live and die by their technology, and created the Geth. As such, members of the race begin play knowing a talent from the tech talent tree, substituting their character level for class level wherever appropriate, and do not need to take the Tech feat to learn further tech talents.
Robotics: Quarians have an intimate understanding of technology and synthetic constructs, and as such, may apply precision damage to constructs.
Dextro-Protein Biology: Quarian biology being based on dextro-amino acids, they cannot subsist on the same foods as most other species. Eating or drinking anything not specifically marked as compatible with quarian biology forces the character to make a DC 15 Fortitude save; success means that the food passes through the Quarian's system without incident, while failure causes the character to become nauseated. Failing by 5 or more points means that the character has a severe allergic reaction and is dying.
Salarian
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Medium Humanoid (Salarian)
-2 Str, +2 Dex, +2 Int, -2 Wis. Salarians think fast, talk fast, and move fast.
Base land speed 40 ft.
Rapid Metabolism: Salarians do not suffer secondary effects from poisons and gain the same benefit from 1 hour of sleep as a human gains from 8 hours.
Naturally Smart: Salarians begin play knowing a talent from the Research talent tree, substituting their character level for class level wherever appropriate. They do not need levels in the Smart basic class to take additional talents in the Research or Strategy trees.
Turians
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Medium humanoid (Turian)
+2 Dex, -2 Cha
Base Land Speed 30
Radiation Resistance 5
Bonus feats: Personal Firearm Proficiency, Advanced Firearm Proficiency
-2 to Fort saves vs. Cold
Dextro-Protein Biology: Turian biology being based on dextro-amino acids, they cannot subsist on the same foods as most other species. Eating or drinking anything not specifically marked as compatible with turian biology forces the character to make a DC 15 Fortitude save; success means that the food passes through the turian's system without incident, while failure causes the character to become
nauseated. Failing by 5 or more points means that the character has a severe allergic reaction and is
dying.
Naturally Disciplined: Turians begin play knowing the Coordinate talent from the Leadership talent tree, substituting their character level for class level.
Volus
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Small Humanoid (Volus)
-2 STR, -2 DEX, +4 INT
Base Land speed 20
High-Pressure Ammonia Breather: Volus come from a high-pressure world with an ammonia-based biochemistry, and so cannot eat the same foods or breathe the same atmosphere as other species. They begin play with a special envirosuit. All damage to their hit points is treated as a critical hit.
Bonus Feats: As a client race of the Turian Hierarchy, volus have the same citizenship requirements as turians. Volus therefore receive the Personal Firearm Proficiency and Advanced Firearm Proficiency feats for free.
Natural Traders: The volus tend to see the world in terms of deals, trades, and bargains. They begin play knowing a talent from the Strategy or Fast-Talking talent trees, substituting character level for class level wherever appropriate, and do not need to take levels in the Smart or Charismatic basic classes to take additional talents in those trees.
Vorcha
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Medium Humanoid (Vorcha)
+2 CON, -2 INT
Base Land speed 30
Immune to disease
Naturally Tough: Vorcha begin play knowing one talent from the Damage Reduction or Energy Resistance talent trees, substituting their character level for class level wherever appropriate. Vorcha do not need levels in the Tough basic class to take additional talents in those trees.
Regeneration: Vorcha regenerate (Con mod) points of hit point damage each round. Fire damage cannot be regenerated. They can regenerate lost limbs over a period of 1d4 months.
Bonus Feat: Vorcha receive the Planetary Adaptation feat for free, but cannot take it more than once.
Biotic
Your nervous system is laced with eezo, allowing you to generate mass effect fields.
Benefit: Taking this feat unlocks the ability to learn biotic talents. You learn 1 talent when you take this feat, and thereafter can learn a biotic talent any time you would be able to learn a class talent.
Biotic Plus
You improve your biotic abilities.
Prerequisites: Ability to use biotic talents.
Benefit: You learn 2 talents from from the biotic talent tree.
Special: You may select this feat multiple times. Each time you select it, you must pick a different 2 biotic talents.
Tech
You are well-versed in technology, and can use your omnitool to perform many tasks
Benefit: Taking this feat unlocks the ability to learn tech talents. You learn 1 talent when you take this feat, and thereafter can learn a tech talent any time you would be able to learn a class talent.
Tech Plus
You improve your tech abilities.
Prerequisites: Ability to use tech talents.
Benefit: You learn 2 talents from from the tech talent tree.
Special: You may select this feat multiple times. Each time you select it, you must pick a different 2 tech talents.
Biotic Talent Tree
- Barrier: Invoking this talent as a move action, you gain (10 x level) barrier points for (level) rounds. Cooldown: 2 rounds up to level 10, 1 round from level 11+.
- Charge
- Dominate
- Pull
- Reave
- Shockwave
- Slam
- Throw
- Warp
Tech Talent Tree
- AI Hacking
- Combat Drone
- Cryo Blast
- Energy Drain
- Geth Shield Boost
- Incinerate
- Neural Shock
- Overload
- Sabotage
- Tech Armor
Weapons
{table=head]Weapon|Damage|Critical|Range Increment|Rate of Fire|Overheat/Cooling Rate|Size|Weight
Pistol|2d10|19-20|75 feet|S, A|10%/5%|Medium|2 lb.
Submachine Gun|2d10|20|50 feet|A or 3B|5%/1%|Medium|3 lb.
Shotgun|3d10|20|50 feet|S|21%/7%|Large|5 lb.
Assault Rifle|3d10|20|75 feet|A|5%/1%|Large|5 lb.
Battle Rifle|3d10|19-20|100 feet|3B|10%/2%|Large|5 lb.
Sniper Rifle|4d10|18-20|200 feet|Single or S|40%/20%|Large|6 lb.
[/table]
In Mass Effect, ammunition is no longer an immediate concern for most man-portable weapons. Instead, weapons build up heat. A weapon's Overheat/Cooling Rate measures how much heat is built up in the weapon each time is it fired and how quickly that heat can be vented. Each time you make an attack roll using a weapon, increase that weapon's current heat by the first percentage. At the end of the round, subtract the second percentage from the weapon's current heat. When a weapon's heat buildup reaches or exceeds 100%, it ceases functioning until it returns to 0%. There are two ways to reduce heat once this happens; first, you can wait for the heat to dissipate (which takes 2 rounds, regardless of how much heat has built up or the weapon's Cooling Rate), or you can replace the weapon's thermal sink as a move action, resetting the weapon's current heat to 0%. Thermal sinks can be reused, but they take 10 minutes to vent their heat and become usable.
Weapons with a Rate of Fire listed as 3B fire in bursts of 3 bullets per pull of the trigger. They can be used with the Burst Fire Feat, but cannot be used for autofire.
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Armor
In addition to its normal functions in the d20 system, armor grants shield points, armor points, or a combination thereof.
- Light armors grant (Equipment bonus x 5 x level) shield points.
- Medium armors grant (Equipment bonus x 5 x level) shield points and (Equipment bonus x 2 x level) armor points.
- Heavy armors grant (Equipment bonus x 5 x level) shield points and (Equipment bonus x 5 x level) armor points.
There are also barrier points, available to biotics who know the Barrier talent. Barrier, shield, armor, and hit points take damage in that order, and each type of protection has its own strengths and weaknesses:
- Barrier points are weak against the Warp and Reave biotic talents, warp ammo, submachine guns, and assault rifles. They take 25% more damage from those attacks.
- Shield points are weak against the Overload, Sabotage, and Energy Drain tech talents, disruptor ammo, submachine guns, and assault rifles. They take 25% more damage from those attacks.
- Armor points are weak against the Warp and Reave biotic talents, armor-piercing ammo, fire damage, pistols, battle rifles, and sniper rifles. They take 25% more damage from those attacks.
- Hit points have no special weaknesses.