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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default [SWSE] Mass Effect Saga Edition

    Mass Effect
    Saga Edition

    Hello, and welcome to my Mass Effect conversion to the Star Wars Saga Edition system! Saga has always been my favorite iteration of the d20 system, and the Mass Effect universe desperately needs a system for itself. Thus, I decided one day to start working on converting the system. It'd be easy, I thought. Just need to convert the Force powers and that's it. Yeah, it kinda got bloated.

    The concept was to create a backwards compatible system that remains loyal to the game's concepts, and the possibility to create a character who plays like one from the game (A Novanguard, for instance, has been something I really wanted to include). Most of the core mechanics have been kept intact, and those which have been changed have been fit for a better Mass Effect feel. Shields and recharge mechanics are the most changed concepts.
    Another thing that differs from Star Wars Saga Edition is the relatively low magazine count for weapons. Reloading should now become more important in prolonged firefights, but they should last a shorter while due to higher damage of weapons. PCs still get shields, but they only recharge when you're not hit, so staying in cover is essential.

    So, what's inside? Right now, there are some 10 new races (and humans), 22 new biotic powers, 43 unique tech abilities, conversion rules for old Force powers, 79 new weapons, 7 different damage types, 7 new weapon properties, 2 new armor and 17 new weapon modifications, and a completely new shields system which I have not tested at all.

    And the best of all?

    It's complete. Every weapon in Mass Effect 2&3, most powers appearing in all three games, and things that aren't even in any of the three, gathered from supplemental material, are all in the system at the moment. There are still a few things missing, but those are small, insignificant things. Make no mistake, the system is ready to be played and there will be no major content updates anymore!

    Here's the general layout of the thread:
    1. Introduction & general changes
    2. Races
    3. Equipment
    4. Weapon descriptions
    5. Biotics
    6. Tech
    7. Weapon statistics
    8. To-do list and changelog


    General changes

    Some small changes were needed to make Star Wars Saga Edition less Star Wars and more Mass Effect. Thus, the following changes were implemented:
    • The Jedi class does not exist.
    • Reduce all Hit Die by one die. D10 becomes d8, d8 becomes d6 and d6 becomes d4. Apply new 1st level HP accordingly.
    • Nobles do not gain the Linguist feat at level 1, but gain a free bonus feat from their bonus feat list.
    • Scouts gain Use Computer as a class skill. Soldiers lose Use Computer as a class skill.
    • The Jedi Knight, Jedi Master, Imperial Knight, Sith Apprentice and Sith Master prestige classes do not exist.
    • The Use the Force skill does not exist. It is replaced by Use Biotics, but the two do not share all the same uses. Use Biotics is used for prerequisites for any feats, classes or other features in place of Use the Force.

    List is to grow once I find things that do not fit.
    Last edited by Actana; 2014-04-03 at 04:46 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Races

    Chapter 2:
    Races

    The Milky Way is populated with dozens of races. Some are valued members of Citadel space, working to build a better galactic community; others are lawless, caring nothing for the Citadel Council's edicts; a few are outcasts, but all are unique.

    Human
    Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.
    Humans share the following species traits:
    Ability modifiers: +2 to a single chosen ability. Humans are quick to adapt, and can excel at almost anything they do.
    Medium Size: As Medium creatures, humans have no special bonuses or penalties due to their size.
    Speed: Human base speed is 6 squares.
    Bonus Trained Skill: Humans are versatile and accomplished at many tasks. A human character chooses one additional trained skill at 1st level. The skill must be chosen from the character's list of class skills.
    Bonus Feat: Humans gain one bonus feat at 1st level

    Asari
    The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact the asari were the first race after the protheans to achieve interstellar flight, and to discover and inhabit the Citadel.
    A mono-gender race – distinctly feminine in appearance – the asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology – allowing them to reproduce with a partner of any gender or species – give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.
    Asari share the following species traits:
    Ability modifiers: +2 wisdom, +2 charisma, -2 strength. Asari are graceful and wise, but their bodies are weaker than most races.
    Medium size: As medium creature, asari have no special bonuses or penalties due to their size.
    Speed: Asari base speed is 6 squares.
    Bonus feat: All asari are biotic by nature, and gain the Biotic Potential feat as a bonus feat.
    Council prominence: Due to the reputation of asari in the galaxy many individuals more willing to go along with their ideas. An asari may use their highest mental ability score as a modifier for Persuasion rolls.
    Mixed heritage: Due to their parents often being from different races, an asari may take feats that have a requirement of either asari or the other parent's race. The race of the other parent must be determined at character creation and cannot be changed.
    Spoiler: Ardat-Yakshi
    Show
    New feat:
    Ardat-Yakshi Heritage (feat)
    Prerequisites: Asari who has an asari as both parent races.
    Benefit: You carry the rare genetic mutation of the Ardat-Yakshi. You gain a +2 bonus on Persuasion, Deception and Use Biotics checks.
    When you are mating with a target, during each round of mating you must use your Use Biotics check to attack the target's Will. If the check succeeds, the target moves -1 step down the condition track (but is often unaware of the fact until it is too late). If you kill a target this way you gain a +1 bonus to all ability scores for 24 hours. This effect can stack with itself.
    In addition, you gain access to [mind-affecting] biotic powers.
    Note: A player should consult their GM before acquiring this feat, and it should always be subject to GM approval.


    Salarian
    The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity.
    Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.
    Salarians share the following species traits:
    Ability modifiers: +2 dexterity, +2 intelligence, -2 strength. Salarians are quick thinking and agile, but lack physical strength.
    Medium size: As Medium creatures, salarians have no special bonuses or penalties due to their size.
    Speed: Salarian base speed is 6 squares and a swim speed of 4 squares.
    Hyperactive metabolism: Due to their metabolism, salarians only need 1 hours of rest per day. This does not give them the healing benefits of 8 hours of rest in only one hour, only mitigates the need for 8 hours of sleep. Natural healing still works as normal.
    Amphibian: As amphibious creatures, salarians cannot drown in water. In addition, a salarian may choose to take 10 on Swim checks even when distracted or threatened.
    Photographic memory: Salarians may choose to reroll any Knowledge check, but the result of the reroll must be accepted even if it is worse.

    Quarian
    The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet.
    Approximately three hundred years before the events of Mass Effect, the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.
    Quarians share the following species traits:
    Ability modifiers: +2 intelligence, +2 charisma, -2 constitution. Quarians are highly intelligent and very social (despite prejudice), but suffer from frail bodies.
    Medium size: As Medium creatures, quarians have no special bonuses or penalties due to their size.
    Speed: Quarian base speed is 6 squares
    Weak immune system: The Fortitude defense of quarians is reduced by 4. This is in addition to the racial constitution penalty, but does not affect the quarian's damage threshold. In addition, all quarians must wear environmentally sealed suits. If not, they risk infection (see: sidebar) every hour.
    Mechanical expertise: A quarian may choose to reroll any Mechanics check, but the result of the reroll must be accepted even if it is worse.
    Adaptive mechanic: A quarian may use their Mechanics skill in place of Use Computer when using Tech powers.

    Sidebar: Quarian infections
    Quarians without suits are vulnerable to infections. For every hour a quarian is exposed to unsterilized air, make an attack roll (1d20+10) against the quarian's Fortitude defense. If the attack succeeds, the character moves -1 persistent step down the condition track. This attack occurs again each hour the quarian is exposed to unsterilized air. Treating the infection requires a successful DC 15 Treat Injury check.
    If a quarian decides to allow their suit to join up with another quarian's suit, both are attacked by the infection. After the initial attack, whether it was successful or not, the quarians in question do not suffer from further infection risk when joining suits again.


    Turian
    Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.
    Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic – it was the turians who first proposed creating C-Sec – but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness is slowly beginning to heal – as shown by the cooperation of the two races on the construction of the SSV Normandy – but many turians still resent humans, and vice versa.
    Turians share the following species traits:
    Ability modifiers: +2 constitution, -2 charisma. Turians are tough, but make for bad diplomats and entrepreneurs.
    Medium size: As Medium creatures, turians have no special bonuses or penalties due to their size.
    Speed: Turian base speed is 6 squares.
    Bonus proficiency: Due to mandatory military training, all turians gain Weapon Proficiency: Rifle. A turian with the feat from their class gains no other benefit.
    Protective exoskeleton: Turians gain a +5 racial bonus to Fortitude when resisting the effects of radiation.
    Discipline: Turians are extremely disciplined, gaining a +2 racial bonus on Will defense.
    Military training: Due to their military background, a turian may choose one of the following bonus feats: Grand Army of the Republic Training (CW), Separatist Military Training (CW), Mandalorian Military Training (Kotor), Republic Military Training (Kotor), Sith Military Training (Kotor), Galactic Alliance Military Training (Leg), Imperial Military Training (Reb) or Rebel Military Training (Reb). The turian must meet the prerequisites for the feat, though he can choose the bonus feat after choosing his 1st level feats.

    Krogan
    The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry.
    Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later.
    With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars (see below). Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage.
    Krogans share the following species traits:
    Ability modifiers: +2 strength, +2 constitution, -2 intelligence, -2 wisdom. Krogans are strong and sturdy, but lack the sophistication of other races.
    Medium size: As Medium creatures, krogans have no special bonuses or penalties due to their size.
    Speed: Krogan base speed is 5 squares. Krogan aren't as fast as the other races.
    Additional organs: Due to their redundant organs, krogans gain Improved Damage Threshold as a bonus feat. In addition, krogans regain hit points at double the normal rate.
    Shoulder hump: A krogan can survive without food or water for days equal to their constitution modifier.
    Tough skin: Krogans have a +1 natural armor bonus to their Reflex and Fortitude defenses. Natural armor stacks with armor bonuses. Krogans also gain +2 bonus to defenses against natural hazards (radiation, poison, extreme cold or heat, etc).
    Blood rage: See rage (core rulebook, p. 32)
    Natural weapons: Krogan have a natural weapon in form of the hard headplate. When a krogan makes an unarmed attack, it may chose to use its natural weapon, which deals 1d6 kinetic damage. Treat the headbutt as a two-handed weapon for feats and determining damage bonuses from strength. A krogan is always considered armed with its natural weapons.

    Drell
    The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.
    Drell share the following species traits:
    Ability modifiers: +2 dexterity, +2 wisdom, -2 constitution. Drell are agile and insightful, but lack the staying power of other races.
    Medium size: As Medium creatures, drell have no special bonuses of penalties due to their size.
    Speed: Drell base speed is 7 squares. Drell are quicker on their feet than most common races.
    Photographic memory: Drell may choose to reroll any Knowledge check, but the result of the reroll must be accepted even if it is worse.
    Low-light vision: Drell ignore concealment (but not total concealment) from darkness.
    Heightened awareness: A drell may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.

    Batarian
    A race of four-eyed bipeds native to the world of Khar'shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their omnipresent and paranoid government.
    Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint.
    Batarians share the following species traits:
    Ability modifiers: +2 strength, +2 constitution -2 charisma. Batarians are strong of physique, but gruff and do not trust the other races.
    Medium size: As Medium creatures, batarians have no special bonuses or penalties due to their size.
    Speed: Batarian base speed is 6 squares.
    Brutal reputation: Batarians who are trained in Persuasion gain a +5 racial bonus to checks made to the Intimidate use of the skill, or to otherwise demoralize or force surrender (such as the Demand Surrender or Weaken Resolve Noble talents), but take -5 to the Change Attitude use of Persuasion and other positively affecting Persuasion uses.
    Quadruple eyes: Batarians may choose to reroll any Perception check made, but the result of the reoll must be accepted even if it is worse.
    Bonus trained skill: A batarian character chooses one additional trained skill at 1st level. The skill must be chosen from the character's list of class skills.

    Volus
    The volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species.
    Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.
    Volus share the following species traits:
    Ability modifiers: +2 intelligence, +2 charisma, -2 dexterity. Volus are sharp and charismatic, but are quite clumsy.
    Small Size: As Small creatures, volus gain a +1 size bonus to their Reflex defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of Medium characters.
    Speed: Volus base speed is 4 squares.
    Master negotiator: A volus trained in Deception, Gather Information or Persuasion gains Skill Focus for up to two of the respective skills as bonus feats.
    Pressure suits: Volus must wear a pressurized suit in order to survive on most atmospheres. If the suit is ever taken off, a volus's skin starts cracking, eventually splitting open and killing the volus. For every minute outside of their suit, make an attack roll of (1d20+10) versus the volus's Fortitude defense. On a hit, the volus moves -1 step down the condition path.
    A volus who moves down on the condition path due to damage is attacked once by a (1d20+10) attack against Fortitude or move down the condition path 1 additional step.

    Vorcha
    Known for their unique biology and aggressive behavior, the vorcha of Heshtok are a primitive race that live among the galaxy's darker and more dangerous locations, such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.
    Vorcha share the following species traits:
    Ability modifiers: +2 strength, +2 dexterity, -2 intelligence, -4 charisma. Vorcha are quick and strong, but have lesser mental capacity than other races.
    Medium size: As Medium creatures, vorcha have no special bonuses or penalties due to their size.
    Speed: Vorcha base speed is 7 squares. Vorcha are quicker on their feet than other races.
    Regenerative cells: Vorcha have fast healing 2 and a natural DR 2/-. This DR stacks with other sources. A vorcha can also regrow lost non-essential limbs and physical structure in 1d10 minutes. At the end of that time, all persistent penalties associated with the loss of the limbs are removed.
    Resilience: Vorcha gain a +3 racial bonus to Fortitude defense.
    Savage: Survival and Endurance are always class skills for vorcha.

    Hanar
    The hanar are a species resembling Earth's jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking, and their strong religious beliefs regarding the Protheans, whom they refer to as "the Enkindlers".
    Ability modifiers: +2 dexterity, +2 wisdom, -2 strength, -2 constitution. Hanar are weak physically, but their appendages are dextrous and their minds are sharp.
    Medium size: As Medium creatures, hanar have no special bonuses or penalties due to their size.
    Speed: Due to their lack of legs, hanar do not have a base speed on ground. Instead, they have a swim speed of 8 and a hover speed of 4 that is gained through a contra-gravitic levitation pack that all Hanar have.
    Bonus trained skill: Hanar are all impeccibly polite, and have Persuasion as a trained skill.
    Aquatic: Hanar are native to aquatic environments, and can breathe in water for an unlimited amount of time.
    Tentacle limbs: Instead of having arms or legs, Hanar have six tentacle-like appendages. These limbs are impractical for most uses, and Hanar take a -2 penalty to any task made for races with opposable thumbs, including attacking with both ranged and melee weapons. Weapons can be custom fitted to suit a Hanar wielder with no extra cost, but it takes up a modification slot.
    The tentacles grant a +5 bonus on all Grab and Grapple attempts. If the Hanar manages to deal hit point damage through grappling or is grabbing an unarmored target, it can make a Constitution based attack (Con bonus + BAB) against the target's Fortitude defense each round it maintains the conditions (damage or grabbling an unarmored target). If the attack hits, the target moves -1 step down the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious. The poison can be treated with a successful Treat Injury check with a DC of 10 + the hanar's Con bonus and BAB.
    To compensate for the lack of "normal" limbs, all Hanar are able to use the Move Light Object use of the Use Biotics skill without training.

    Elcor
    The elcor are a Citadel species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has colored their psychology, making them deliberate and conservative.
    Ability modifiers: +4 strength, +4 constitution, +2 wisdom, -4 dexterity. Elcor are large, tough and considerate, but their significant bulk impedes their movement and flexibility.
    Large size: As Large creatures, elcor gain a -1 size penalty to their Reflex defense and a -5 size penalty on Stealth checks. However, their lifting and carrying limits are twice of those of Medium characters.
    Speed: Elcor base speed is 3 squares. Elcor are slow and lumberous when moving.
    Quadrupedal: Elcor walk on all four limbs, and as such double their carrying limits (in addition to the size bonus) and have a +5 stability bonus to resist being knocked prone. However, this also means that elcor are unable to use their arms in physical activities. To accomplish many things in regular life, elcor use the assistance of VI programs.
    In combat, elcor can outfit their backs with a weapon's platform. Any weapon can be placed onto an elcor's back, but requires a modification slot to be used. A weapon placed in this way is always considered braced for purposes of autofire. Sophisticated VI programs are used to operate the weapon.
    VI assistance: Elcor equip themselves with VI programs that allow them to use things such as computer terminals or firing weapons. Instead of using their dexterity modifier for ranged attacks and the pilot skill, an elcor may opt to use its intelligence modifier.

    Geth
    The geth ("Servant of the People" in Khelish) are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads.
    The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.
    Geth themselves do not occupy permanent bodies, but can be loaded into various types of platforms (described below). Each platform shares common geth traits, and has additional modifiers based on their platform.
    All geth platforms share the following species traits:
    Droid traits: All geth are droids, and have the droid traits (with the exception of behavioral inhibitors) as presented in the SWSE Core Rulebook, page 187.
    Ability modifiers: +2 intelligence, -2 charisma. Due to being machines, geth are highly intelligent, but lack understanding of societal norms. Geth lack a constitution score, and their platform alters their physical scores.
    Bonus trained skill: All geth are trained in Use Computer.
    Linked consensus: Geth automatically succeed in the Aid Another action when aiding other geth, and grant an additional +2 bonus on the check or roll.
    Bonus proficiency: All geth do not require Exotic proficiency with the Geth Pulse Rifle, Geth Plasma SMG, Geth Spitfire, Geth Plasma Shotgun and Javelin.
    Bonus equipment: Unless otherwise stated, all geth are built and equipped with a Plasteel shell (+2 armor), heuristic processor, internal comlink, locked access, vocabulator and 2 hand appendages. Most geth are also equipped with a self-destruct system.

    Geth platforms:
    Spoiler
    Show
    Trooper:
    Ability modifiers: +2 dexterity.
    Medium size: As Medium droids, trooper geth have no special bonuses or penalties due to their size.
    Locomotion: Troopers are walking droids with a base speed of 6 squares.
    Bonus equipment: Trooper platforms do not start with any additional equipment. The platform is used for a wide variety of tasks, and is equipped for the task at hand.

    Juggernaut:
    Ability modifiers: +8 strength, -2 dexterity.
    Large size: As Large droids, juggernaut geth gain a +8 bonus to strength, -2 to dexterity (already noted), a -1 size modifier to Reflex, -5 size modifier to stealth checks, +10 extra hit points, +5 size bonus to damage threshold, and their carrying capacity is doubled. Equipment and upgrades for juggernauts cost twice the regular amount.
    Locomotion: Juggernauts are walking droids with a base speed of 5 squares.
    Bonus equipment: All juggernauts are built and equipped with durasteel plating (+6 armor) and hardened systems x2

    Armature:
    Ability modifiers: +16 strength, -4 dexterity.
    Huge size: As Huge droids, armature geth gain a +16 bonus to strength, -4 to dexterity (already noted), a -2 size modifier to Reflex, -10 size modifier to stealth checks, +20 extra hit points, +10 size bonus to damage threshold, and a 5x carrying capacity.. Equipment and upgrades for armatures cost five times the regular amount.
    Locomotion: Armatures are quadrupedal walking droids with a base speed of 4.
    Bonus equipment: All armatures are built and equipped with two extra legs, durasteel plating (+6 armor), hardened systems x2, a siege pulse cannon and a mass accelerator machine gun. They do not start with any hand appendages.

    Bomber:
    Ability modifiers: -4 strength, +4 dexterity.
    Tiny size: As tiny droids, bomber geth gain a -4 penalty to strength, +4 bonus to dexterity, +2 size modifier to Reflex, and have half the carrying capacity of a medium sized creature. Equipment and upgrades for bomber geth cost five times the regular amount.
    Locomotion: Bombers are hovering droids with a base speed of 6.
    Bonus equipment: Bombers do not start with any hand appendages.

    Hopper:
    Ability modifiers: +4 dexterity, -2 strength
    Medium size: As Medium droids, hopper geth have no special bonuses or penalties due to their size.
    Locomotion: Hoppers are walking droids with a base speed of 7.
    Bonus equipment: All hoppers are built and outfitted with jump servos, and magnetic hands and feet.

    Sidebar: Unique geth platforms
    Players may customize their geth platform further. In most cases, use the Trooper platform for the base for any custom made geth.
    It is advised to allow only the trooper platform for PC geth customization and play, as the other platforms may cause imbalances in the group.
    Last edited by Actana; 2014-02-21 at 03:28 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Actana's Avatar

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    Default Equipment

    Chapter 3:
    Equipment

    Weapons
    All modern infantry weapons from pistols to assault rifles use micro-scaled mass accelerator technology. Projectiles consist of tiny metal slugs suspended within a mass-reducing field, accelerated by magnetic force to speeds that inflict kinetic damage.
    The ammo magazine is a simple block of metal. The gun's internal computer calculates the mass needed to reach the target based on distance, gravity, and atmospheric pressure, then shears off an appropriate sized slug from the block. A single block can supply thousands of rounds, making ammo a non-issue during any engagement.
    Top-line weapons also feature smart targeting that allows them to correct for weather and environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean a bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim.
    It was long thought that personal weapons had plateaued in performance, but the geth proved all theories wrong. Mathematically reviewing their combat logs, the geth found that in an age of kinetic barriers, most firefights were won by the side who could put the most rounds down-range the fastest. But combatants were forced to deliberately shoot slower to manage waste heat, or pause as their weapons vented.
    To eliminate this inefficiency, the geth adopted detachable heat sinks known as thermal clips. While organic arms manufacturers were initially doubtful this would produce a net gain, a well-trained soldier can eject and swap thermal clips in under a second. Faced with superior enemy firepower, organic armies soon followed the geth's lead, and today's battlefields are littered with these thermal clips.
    Small arms weapons in Mass Effect Saga Edition are divided into five types like in the video games: heavy pistols, submachine guns, assault rifles, shotguns and sniper rifles. In addition to the small arms, there is a number of heavy weapons available, each working in various ways. Mounted weapons and turrets are not included here.

    Weapon descriptors:
    Melee weapons
    Due to the nature of kinetic shields, melee weapons penetrate shields and barriers completely, dealing damage to the target's hit points directly. This makes them extremely dangerous in the right hands.
    Large ranged weapons can be used to bludgeon people, dealing 2d6 damage on a successful melee attack. Medium and small weapons cannot be used to attack people in melee without modifications. Melee-attacking with a weapon does not provoke an Attack of Opportunity.

    Weapon types
    There are six types of small-arms in the Mass Effect universe: heavy pistols, submachine guns, shotguns, assault rifles, sniper rifles and heavy weapons. In addition, there is a variety of melee weapons and grenades available.
    Proficiencies: Weapons are divided into six different weapon groups; pistols, shotguns, submachine guns, assault rifles, sniper rifles and heavy weapons. Each of them is their own proficiency for feats and talents like Weapon Focus.
    The Weapon Proficiency feats are divided into three: Rifles, Pistols and Heavy Weapons. Rifle proficiency gives a character proficiency in assault rifles, sniper rifles and shotguns. Pistol proficiency gives a character proficiency in pistols and submachine guns. Heavy Weapon proficiency grants proficiency in heavy weapons, as well as starship or mounted weapons. Some small-arms weapons are marked as Heavy or Exotic (with an H and E, respectively). Such weapons require either the proficiency in heavy weapons, exotic weapons, or both to use properly. If a character uses an exotic or heavy weapon in which they are not proficient, they take a -5 penalty to attack rolls, even if they are otherwise proficient in the weapon group.
    Further specialization through feats or talents requires individual weapon categories. Specializing in heavy weapons does not grant bonuses to small-arms weapons marked as heavy, only the weapons in the Heavy Weapons category.

    New feat:
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    Exotic Firearms Proficiency
    You understand how to use exotic firearms.
    Prerequisite: Base attack bonus +3
    Benefit: You can make attack rolls with exotic firearms that you are proficient in normally.
    Normal: A character who uses an exotic weapon takes a -5 penalty to attack rolls.
    Special: This feat replaces the Exotic Weapon Proficiency when it comes to firearms. You must take Exotic Weapon Proficiency to use exotic melee weapons as normal.


    Tiers
    Each weapon is put into one of four tiers, determining their overall power. Lower tier weapons are less powerful, but smaller and lighter, making for decent sidearms. Higher tier weapons are more powerful and may have unique properties, but may be heavier or have smaller clips.

    Rate of fire
    Each weapon has a rate of fire, indicating how fast and much it can shoot at a time. Weapons can be automatic (A), semi-automatic (SA), single shot (S), burst with X amount of rounds (BX), a combination of the former or have a special case.
    Automatic weapons work as in SWSE, only being able to be fired in full-auto (or burst fire if the character has the Burst Fire feat). Due to the large amount of projectiles fired, automatic weapons deal extra damage to shields.
    Automatic weapons deal +1 damage per dice to shields and barriers and partially ignore Shield Gate, but deal -1 damage per dice to armored targets.
    Semi-automatic weapons work as single shot weapons in SWSE. Treat single shot weapons in the SWSE rulebooks as semi-automatic.
    Semi-automatic weapons have no bonuses or penalties to defense types.
    Single shot weapons work mostly as in SWSE, except feats and abilities that grant more attacks per round (such as Double Attack or Rapid Shot) cannot be used with single shot weapons. Single shot weapons deal higher amounts of damage than other weapons with higher minimum damage than normal, but can only fire once per round and have smaller magazines.
    Single shot weapons deal +1 damage per dice to armored targets, but -1 damage per dice to targets with active shields or barriers.
    Burst weapons fire an amount of rounds indicated in the weapon's description (a 6-shot burst weapon is marked by B6, and a 3-shot by B3). Despite their name and the Burst Fire feat, burst weapons work like single shot weapons in SWSE (the Burst Fire feat is for autofire weapons only). Burst weapons generally deal a low amount of higher dice, having greater variance between their minimum and maximum damage.
    Due to the large amount of projectiles fired, burst weapons deal 1 additional damage to shields per round fired, but -1 damage per round to armored targets. For example, a Shuriken (B6) weapon deals 6 additional damage to shields, but -6 damage to targets with DR. One attack with a burst weapon uses up as many ammunition as the weapon's burst count is. Burst weapons can be used with Double and Triple Attack, but cannot be used with Rapid Shot or other abilities that simulate extra bullets.

    Here is a table with the effects of fire rate to different defenses:
    Fire Mode Shield Barrier Armor
    Single Shot -1 per dice -1 per dice +1 per dice
    Semi-auto - - -
    Burst-fire +1 per round +1 per round -1 per round
    Autofire +1 per dice, ignore gate +1 per dice, ignore gate -1 per dice

    Damage type
    Most weapons in the Mass Effect universe generate ammunition by shaving a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. However, not all weapons use such ammunition. Virtually anything can be made into a weapon with sufficient research, and certain races, like the geth, use abnormal ammo in their weapon from ferrous liquid to superconducting projectiles. However, most weapons can be reduced into a few categories:
    Kinetic damage is the normal damage type fired by most weapons. Kinetic ammo has no special benefits.
    Energy damage is used by geth or other advanced weapons. Due to their nature, they deal more damage to targets with shields and barriers, but are less effective against armor.
    Electric damage deals extra damage to synthetic enemies and shields, but less against armor. Electric weapons deal an extra 1 damage per dice against synthetic opponents, such as Geth or mechs.
    Explosive damage add shock and trauma to the attack. Weapons that deal explosive damage lower the Damage Threshold of the target by 3 points when calculating damage. Explosive weapons are more effective against armored targets.
    Fire damage can set the target on fire (SWSE core rulebook page 255) and deals more damage against armor, though is less effective against shields and barriers.
    Cold damage can subject the target to extreme cold (SWSE core rulebook page 254) and deals more damage against armor, though is less effective against shields and barriers.
    Biotic damage is a new type introduced in MESE. It deals extra damage against targets with barriers, though less damage against targets with shields.
    Only kinetic ammo can be modified with ammo powers, and the damage type is adjusted as in the power's description.

    Damage Type Shields Barriers Armor
    Kinetic - - -
    Energy +1 per dice +1 per dice -1 per dice
    Electric +1 per dice - -1 per dice
    Explosive - - +1 per dice
    Fire -1 per dice -1 per dice +1 per dice
    Cold -1 per dice -1 per dice +1 per dice
    Biotic -1 per dice +1 per dice -


    Clip
    Each weapon can hold only a certain amount of shots before their thermal clip overheats and needs to be exchanged. Reload times depend on the weapon type used, and reloading provokes an attack of opportunity, unless it is done as a swift action.
    Assault rifles, shotguns and sniper rifles have a reload time of a standard action.
    Pistols and submachine guns have a reload time of a move action.
    Heavy weapons require a full round action to reload.
    Some weapons have longer or shorter reload times. A gun with the Fast Reload property or a character with the Rapid Reload talent lowers the time needed by one increment – a standard action becomes a move action, and a move action becomes a swift action.
    Developer notes: Clip sizes
    Most single shot weapons in MESE contain more than a single round in their thermal clip. This is because with one clip and a reload time, a character using these weapons would run out of spare thermal clips extremely fast. However, due to being single shot, they can fire only once per round, limiting the damage output to single, more powerful shots.


    Special qualities
    Some weapons have special qualities in them, things that make them unique from other weapons. Weapon modifications can also add properties to the weapons.
    Chargeable weapons can charged for extra effect. Small arms weapons can be charged with a move action, but other, heavier weapons might take longer to charge. Two damages are given for chargeable weapons. The first damage is for a standard shot, and the second is for a charged shot. Weapon charges can be maintained for an indefinite amount of time, but the character must keep hold of the weapon when charged. Some weapons use up more ammo when charged. The amount of ammo used in a charge is noted in brackets. For example, the Arc Pistol is Chargeable (3), which means it uses 3 rounds when charged.
    Fast reload weapons are quicker to reload. Pistols and SMGs with the fast reload property take a swift action to reload, and shotguns, assault rifles and sniper rifles take a move action.
    Scatter weapons fire multiple small projectiles towards a single target. Generally short ranged weapons, in addition to becoming less accurate with each range increment, they also lose 1 die of damage. An attack with a scatter weapon is treated as an area attack, but only covers one square. The wielder makes an attack against the reflex defense of anyone in the square, dealing half damage on a miss. Aiming grants no benefit for a scatter weapon.
    Piercing weapons can pierce cover, penetrating defenses and making armor all but useless. Piercing weapons automatically ignore up to 5 DR of the target and bypassing 5 DR and the hitpoints of any cover in front of the target. If a piercing weapon kills the target, it deals any leftover damage to any target or object directly behind the original target.
    Homing weapons move their projectiles one way or another towards their targets, making hitting the target easier. Cover grants only half its normal bonus against homing weapons.
    Rapid-fire weapons fire very fast and as such have increased recoil, but also put more bullets into the air.
    Weapons capable of fully automatic fire suffer only a -2 penalty to attack when autofiring (or using the Burst feat) at point blank range and no penalty when the weapon is braced before firing at that range, but have an additional -2 penalty to attack when firing at medium range or longer. However, successful attacks with autofire (or Burst) deal 1 additional damage per damage dice but use double the ammunition when firing.
    Semi-automatic rapid-fire weapons grant the Rapid Shot (core, p.88) feat to the wielder for that weapon only. If the wielder already has the feat, they take only a -1 penalty when firing more than one round with the Rapid Shot feat.
    Seeking weapons are equipped with advanced targeting systems which read heat signatures, track movement and otherwise assist under various conditions. Weapons with the seeking property ignore concealment when you use the Aim action in addition to its other benefits.
    Accurate/Inaccurate weapons work as in SWSE. In addition, accurate sniper rifles do not take a penalty when firing at medium ranges, and take only -5 when firing at long ranges.

    Range
    Weapons have different ranges than in SWSE and are determined by their weapon type in the chart below
    Weapons Point Blank Short Medium Long
    Pistols 0–5 6–15 16–20 21–40
    SMGs 0–5 6–10 11–20 21–30
    Shotguns 0–5 6–10 11–15 16–30
    Assault Rifles 0–10 11–20 31–40 41–60
    Sniper RiflesΉ 0–10 11–30 31–60 61–100
    Heavy Weapons 0–10 11–30 31–40 41–50
    Thrown 0–3 4–6 7–9 10–12
    ΉSniper rifles take a -2 penalty when firing point blank, but no penalty when firing at short range. They take -2 penalty at medium ranges and -5 at long ranges. For every 100 squares beyond long, sniper rifles take a -10 penalty.

    (Developer notes: Weapons and legality
    In the Mass Effect games, there's no real issue on the legality of weapons (for that note, not many games care about that matter either). You play as a Spectre, notably above such things. That said, not every Mass Effect Saga Edition game will be played as military personnel. I decided to include at least some estimate on the legality of weapons, based on what I've seen on the matter. Low powered weapons like the Predator are easily available. Even the Carnifex, a high powered hand cannon has advertisements about it, assuming there is a market for heavier personal weapons. Not to mention the huge ads about the Mattock in the Citadel in the third game. Still, most higher powered weapons are at least restricted, if not military. Some are even marked “illegal”, like the Revenant. Why? In the Revenant's description, it says it's protected under the Fabrication Rights Management, and apparently very expensive to acquire. Illegal weapons aren't necessarily illegal without exception, but can be very hard to acquire licenses for. Hence the illegality for the Revenant. The Geth and Cerberus exclusive weapons, like the Geth Pulse Rifle, however, are quite illegal, as neither faction likely produces weapons according to Council standards.
    The legality of the weapons isn't exact and much is just based of quick guesswork, but with little else to work on, it's the best I've got for now. Feel free to ignore the rules for legality for you own Mass Effect campaign.)


    Weapon modifications
    The small-arms of the 22nd century are all highly customizable, with universal slots for modifications. It comes as no surprise that many modifications exist for weapons, each specializing the weapon further. Each small-arms weapon has room for one modification. Some modifications exist in the same location, making them mutually exclusive.
    Applying a modification to a weapon takes 10 minutes of work, a DC15 mechanics check and a workbench.
    A modification that increases the weight of the weapon has varying effects on a weapon. If the weapon has the Accurate property, it is removed. If the weapon has neither Accurate nor Inaccurate, it gains the Inaccurate property. If the weapon has the Inaccurate property, every attack with the weapon takes a -2 penalty to attack.
    In addition, each weapon can be modified with ammo powers (explained in chapter 6).

    Stripping weapons as presented in Scum and Villainy grants additional modification slots as usual.
    All weapon modifications in Scum and Villainy are available in MESE with the following modifications:
    Neutronium Reinforcement does not increase the weapon's weight.
    Pulse Charger can only be used with weapons that do not deal Kinetic damage.
    Slinker does not exist.

    List of new weapon modifications:
    Spoiler
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    Universal:
    Magazine upgrade: Increases the clip size of the modded weapon by +50%. (Available for assault rifles, pistols and submachine guns.)
    Piercing mod: Grants the weapon the Piercing property. If the weapon already has the Piercing property, increase the amount of DR ignored by 3. (Available to assault rifles, pistols, sniper rifles and shotguns).
    Extended barrel: Grants +1 damage per damage dice. Cannot be used with a high-velocity barrel or a heavy barrel. (Available for all weapons.)
    High-velocity barrel: Grants the weapon the Piercing property. If the weapon already has the Piercing property, increase the amount of DR ignored by 3. Grants +1 damage per damage dice. Increases weight. Cannot be used with an extended barrel. (Available for assault rifles, shotguns, sniper rifles and submachine guns.)
    Ultralight materials: Drawing the weapon is a swift action (free action if the character has the Quick Draw feat). (Available for all weapons.)
    Precision scope: As per SWSE standard targeting scopes (core, p. 140). Sniper rifles come with an automatic precision scope (Available for assault rifles, pistols and submachine guns.)
    Spare thermal clip: A spare thermal clip holds a single thermal clip inside it. While the clip is inside, reloading the weapon is a swift action. Inserting a thermal clip into the weapon is a full-round action that provokes an Attack of Opportunity. (Available for shotguns and sniper rifles.)
    Stability damper: When using the autofire, burst fire, double attack or triple attack actions, reduce the attack penalties by 2 (to a minimum of 1). When using rapid shot, decrease the penalty by 1 (to a minimum of 0). (Available for assault rifles and submachine guns).
    Power magnifier: Grants a +2 bonus on Use Biotic and Use Computer checks to use biotic powers or tech modules. (Available for pistols and submachine guns.)

    Assault rifle
    Low-light scope: As per SWSE enhanced low-light targeting scope (core, p.140). Increases weight.

    Heavy Pistol
    Heavy barrel: Grants +2 damage per damage dice. Increases weight. Cannot be used with an extended barrel.
    Cranial trauma system: Increases the critical multiplier of the weapon by 1 (x2 becomes x3, and so forth).

    Shotgun
    Smart choke: Ignore the attack and damage (for Scatter weapons) penalties for the first range increment.

    Sniper rifle
    Concentration mod: Reduces the time needed to use the Aim action by 1 swift action (up to a minimum of 0).
    Enhanced scope: As per SWSE enhanced low-light targeting scope (core, p.140).
    Thermal scope: As per enhanced scope, but ignores total concealment and allows shooting through total cover (though the bullet must still penetrate the cover).

    Submachine gun
    Heat sink: Replenishes 20% of the weapon's clip at the beginning of each round.


    Variant rule: Heatsinks
    Spoiler
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    If you prefer not to keep track of thermal clips and specific ammo, or you are playing prior to Mass Effect 2, you can replace the clip size of each weapon with a heatsink. In this variant, every gun has a clip size of 100. Each time it is fired, reduce the amount of “rounds” left by the maximum amount of damage that can be rolled with the attack plus any modifiers from weapon modifications or feats that affect the fire rate of the weapon (such as Rapid Shot), but not from heroic level or feats that affect the character's skill (such as Deadeye or Burst Fire).
    (Example: Shepard is using a M-6 Carnifex pistol with the extended barrel modification. The Carnifex uses 28 rounds each time it is fired (24 for the maximum of 4d6, and 4 for the extended barrel modification). If Shepard uses the Rapid Shot feat with the Carnifex, she would use up 35 rounds (30 for 5d6, and 5 for the extended barrel modification).
    At the end of a character's turn if the character has not used his weapon to fire, increase the weapon's clip by 20 if it is below maximum.
    If a weapon's clip reaches 0 the weapon stops automatically recharging its clip. Instead, the wielder must use a full-round action to cool it down manually, during which it recharges the weapon's usual amount.
    In this variant, add the following weapon modifications for each weapon type (replacing the SMG heat sink and magazine upgrade modifications):
    Sink upgrade: Increase the amount of clip charged at the beginning of the character's turn by 10. (Available for all weapons.)
    Magazine upgrade: Increase the clip size of the weapon by 30. (Available for all weapons.)


    Body Armor
    In the Mass Effect universe, modern combat hard-suits have a "triple canopy" of protection: shields, armor, and self-repair. The outermost layer is created through kinetic barrier emitters, which detect objects incoming at a high rate of speed and generate deflecting "shields" provided they have enough energy in their power cells.
    If a bullet or other incoming object gets past the barrier, it contends with the more traditional body armor. A sealed suit of non-porous ballistic cloth provides kinetic and environmental protection, reinforced by lightweight composite ceramic plates in areas that either don't need to flex or require additional coverage, such as the chest and head. When the armor is hit by directed energy weapons, the plates boil away or ablate rather than burning the wearer.
    The last level of protection is provided by the suit's microframe computers, whose input detectors are woven throughout the fabric. These manage the self-healing system, which finds rents in the fabric and, assuming any such tear would wound the flesh underneath, seals the area off with sterile, non-conductive medi-gel. This stanches minor wounds and plugs holes in the suit that could prove fatal in vacuum or toxic environments. Soldiers are not always fond of the "squish skin" that oozes gel on them at a moment's notice, but fatalities have dropped sharply since the system was implemented.
    All the armors found in the SWSE rulebooks that aren't setting specific may be used in MESE. An armored flight jacket in Star Wars is equivalent of an armored flight jacket in Mass Effect.

    Shields
    Kinetic barriers, commonly called shields, provide protection against most mass accelerator weapons. Whether on starships or a soldier's suit of armor, the basic principle remains the same.
    Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair.
    The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation.

    Shields have two properties, Shield Rating (SR) and Shield Strength (SS). Barriers use Barrier Rating (BR) and Barrier Strength (BS), but function similarly.
    Shield Rating acts as buffer HP. All damage taken is reduced from the target's shields first.
    Shield Strength reduces all damage to the Shield Rating from all damage sources unless otherwise stated. The amount of Shield Strength is equal to half the character's heroic level.

    Gaining shields: Heroic classes grant an equal hit die of Shield Rating as they do hit points. Thus, the soldier gains 1d8 shields per level, the scout gains 1d6, and the scoundrel and noble gain 1d4 shields per level. At first level, the amount of Shield Rating gained is maximized, then tripled, like Hit Points.
    Upon gaining a level, a character trained in Use Biotics can choose to turn all his Shield Rating into Barrier Rating or vice versa.

    Recharging shields: Shields and barriers recharge automatically on the beginning of the character's turn a number of points equal to the character's heroic level if no damage has been taken on the previous round.
    Shields can also be recharged manually by using two swift actions and a Use Computer check. Barriers are recharged by using two swift actions and a Use Biotics check. The result of the check is the amount of shields recharged.

    Shield Gate
    Once a character's shields or barriers break, a portion of the remaining damage is negated based on the type of damage taken.
    Damage from single, burst and semi-automatic weapons is reduced by 100% (even with feats such as Rapid Shot).
    Scatter and automatic weapons ignore Shield Gate completely.
    Biotic and tech power damages are reduced by 100%, but any existing effects do not end and may continue to deal damage during the next round.

    Armor as Damage Reduction
    Instead of granting a bonus to the wearer's Reflex defense, armor in MESE grants Damage Reduction, which reduces incoming damage based on the armor's original Reflex value. Certain armored targets or objects also have damage reduction.
    Each piece of armor has Damage Reduction (DR) that depends both on the type of armor and the armor's Reflex defense. Reduce incoming damage to hit points equal to the DR (shield and barrier damage is unaffected by DR). Piercing weapons ignore the first 5 points of Damage Reduction.
    Armor can still grant a bonus to Fortitude or Will defense as usual.

    Damage reduction for armor types:
    Light armor = Reflex bonus
    Medium armor = 3 + Reflex bonus
    Heavy armor = 5 + Reflex bonus

    Certain damage types deal extra damage to targets with DR. This damage applies only to penetrate the damage reduction. Any excess damage is wasted.

    Damage Threshold and Shields
    Only damage that applies to the target's hit points counts towards the Damage Threshold.

    Modification
    Due to the modular nature of modern armor, many modifications can be made to existing armor sets. Each set of armor has one existing modification slot, and powered armor has two. All armor comes automatically equipped with vacuum seals powered by mass effect generators.
    See the Scum and Villainy sourcebook for existing armor modifications and rules for modifying armor.

    New talents
    Emergency repair: You can take a -10 penalty on your Mechanics check to repair armor in order to reduce the amount of time needed by 1 swift action. (Tech specialist)
    Backup shields: Once per encounter, you can take a -5 penalty to your Use Computer check to recharge your shields in order to reduce the amount of time required by 1 swift action. (Tech specialist)
    Flash barrier: Once per encounter, you can take a -5 penalty to your Use Biotics check to recharge your barrier in order to reduce the amount of time required by 1 swift action. (Biotic talents)

    List of new armor modifications:
    Spoiler
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    Improved shield generators: an armor equipped with improved shield generators recharges an additional 5 SR per round if no damage is taken.

    Omni-tool adaption: an armor equipped with an omni-tool adaption modification grants a +2 equipment bonus on Treat Injury, Use Computer and Use Biotics checks when using an omni-tool.


    [Specific armor has been removed to save space until further notice]

    Additional Equipment
    Spoiler
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    Medi-gel
    Medi-gel (medical gel) is an all-purpose medicinal salve combining an anaesthetic and clotting agent used by paramedics, EMTs, and military personnel, produced by the Sirta Foundation. It heals various wounds and ailments, instantly sealing injuries against infection and allowing for rapid healing by having the gel grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases. Technically its properties make it illegal under genetic modification laws, but the restriction, in this case, is ignored because of the product's beneficial properties.
    Medi-gel acts like a medpac in the SWSE Core Rulebook, except a character can benefit from Medi-gel once per encounter, rather than once every 24 hours.

    Omni-tool
    Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and a miniaturized fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance. When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
    An omni-tool can be used for most Use Computer checks that do not require larger hardware, Mechanic checks to do minor repairs, and Treat Injury checks to dispense Medi-gel.
    Omni-tools have 2 upgrade slots, plus additional slots equal to the wielder's Intelligence modifier. Applying or changing upgrades takes one hour and requires a DC20 Use Computer check. Some upgrades require previous upgrades before they can be used, and are marked with an indent. The omni-tool can be outfitted with the following upgrades:
    • Capability to use Static Tech modules.


    • Capability to use all Tech modules
    • A +2 equipment bonus to Use Computer checks when activating Tech modules.

    • Capability to use Biotic powers.


    • A +2 equipment bonus to Use Biotics checks.

    • Capability to use an omni-blade.


    • Increase omni-blade damage by one die.
    • Change omni-blade damage to another type.

    • Capability to use an omni-shield.


    • Increase deployed omni-shield SR by 10, and SS by 5. May be taken up to 2 times.
    • Increase omni-shield defense bonus by 1. May be taken up to 2 times.
    • Increase omni-shield damage by one die.
    • Remove shield duration, shield can be active indefinitely.
    • Change omni-shield damage to another type.

    • Capability to use an omni-bow.


    • Increase omni-bow damage by one die.
    • Apply one of the following properties to the omni-bow: piercing, homing, rapid-fire, seeking, accurate.
    • Apply the scatter property as an alternative firing mode to the omni-bow.
    • Change omni-bow default damage type to another type.

    • A +2 equipment bonus to Knowledge, Mechanics, Pilot, Treat Injury or Use Computer (when not using Tech modules) checks. May be taken multiple times for different skills.
    • Increase the SR of the character by 5. May be taken up to 2 times.
    • Increase the SS of the character by 1. May be taken up to 2 times.


    Omni-blade
    Although melee-combat applications for the omni-tool are almost as old as the device itself, the feature was largely unused prior to the Reaper invasion. The need to take on multiple husks in close quarters forced the Alliance to develop ways to enhance the tool's offensive capability.
    The most common melee design is the "omni-blade", a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent. More technically adept soldiers frequently modify their omni-tools to maximize stopping power through electrical, kinetic, or thermal energy. Some troops integrate their weapon with their kinetic barriers, transforming the omni-tool into a wrist-mounted bludgeon; others fabricate flammable gases, held in place by a mass effect field and ignited upon impact. All prove deadly surprises for opponents who expect a disarmed Alliance warrior.
    Omni-blades require a swift action to activate, and last until the end of the character's next round or until attacked with. An omni-blade is a melee attack that deals 3d6 kinetic damage.

    Omni-shield
    The omni-shield is a specialized variant of the omni-blade. The omni-shield creates a highly durable mass effect barrier that stops bullets and biotic powers from affecting its wielder.
    Activating an omni-shield is a swift action. When activated, it grants a +2 shield bonus to Reflex defense to the wielder, and lasts for five rounds or until manually disabled (a swift action). While the shield is active, the wielder cannot use the hand his shield is activated on for attacks (other than a shield bash), nor can he use weapons that require two hands. A character may reduce the shield's duration by one round to use the omni-shield for a shield bash, which is a melee attack that deals 2d8 kinetic damage on a successful Reflex hit and is pushed 1 square if the attack also hits his Fortitude defense (size modifiers apply to Fortitude as usual). Once the duration is up or the shield is disabled manually, the shield requires a cooldown period of 2 rounds.
    Additionally, it is possible to deploy the omni-shield onto the ground as a standard action. Any enemy in front of the deployed shield is subject to a shield bash attack (as above). Deploying the shield immobilizes the wielder, but creates cover in the square it is deployed in. When deployed, the omni-shield has a Shield Rating of 20 + your heroic level, and a Shield Strength of 10. Any ranged attacks that miss any target behind the omni-shield because of the shield's cover bonus deals damage to the omni-shield. The shield recharges 20 SR per round, regardless of whether or not it took damage that round. The shield's wielder may use small or medium weapons to attack while the shield is deployed, though he takes a -2 penalty to all attacks. Once the shield is depleted or 5 rounds pass, the cover disappears and the shield requires a cooldown period of 2 rounds.
    The deployed omni-shield grants no bonus against melee attacks.

    Omni-bow
    The omni-bow, favored by Talon mercenaries, is a deadly and silent weapon. The omni-bow manufactures bolts similarly to omni-blades, but the omni-bow fires the flash-forged weapons as projectiles at great speed and can be equipped with a various grenades for even more power.
    The omni-bow is a medium sized semi-automatic ranged weapon that deals 4d6 kinetic damage with a single bolt. As a move action it can be charged to deal 2d6 extra damage. In addition, a character can expend a grenade he owns to use that grenade's damage as the standard bolt's damage as well as gaining the grenade's secondary effects (so an omni-bow charged with an Inferno Grenade would deal 5d6 fire damage (7d6 with a charged attack), and 2d6 fire damage for 4 rounds if the damage exceeds the target's damage threshold). Grenade-charged omni-bow attacks do not confer any area of effect, and do not deal half damage on a miss. The omni-bow has range equal to a pistol.
    An omni-bow can be upgraded with various properties. If the scatter property is chosen, a character may use a standard action to fire multiple bolts at a target, making a scatter attack with 4d6 damage as normal. Scatter attacks can be charged. Grenades cannot be used with these scatter attacks, though they other properties apply to grenade-charged attacks.

    Cain C4 Explosive
    The Cain Explosive is a type of plastic explosive often used by the Talon mercenaries. Illegal in Citadel space, it carries a considerable punch.
    Cain C4 can be equipped with either a remote detonation or a trip-wire. If placed with a trip wire, you must determine in which direction it is pointed, "painting" all squares in a straight line from its location. When an enemy enters a square painted by the Cain C4, the Cain explodes. Roll an attack roll against each enemy in the blast radius, dealing 8d8 explosive damage on a hit, and half on a miss. Cain C4 explodes in a 2-square radius.
    One charge of Cain C4 weighs 1kg, with an availability of Illegal.

    Guardian Shield
    These massive polycrystalline-composite shields are often seen wielded by Cerberus Guardian troops. Extremely resilient to any form of damage, they allow the wearer to advance unhindered by enemy fire, sacrificing mobility for pure armor. The shield has damage reduction of 20, 100 hit points and a damage threshold of 40. If an attack overcomes the shield's damage threshold, reduce its damage reduction by 5 until it is repaired. A character wielding a Guardian Shield has a maximum Dex bonus of 0, is considered flat-footed to any attack coming from a direction he is not facing the shield, and has their speed halved. A character must be wearing an armor with the powered exoskeleton modification to be able to move with Guardian Shield in one hand, allowing the use of a weapon in the other. A character without powered exoskeleton must wield the shield in two hands. The Guardian Shield may be placed onto the ground as a move action, granting its normal benefits to anyone directly behind it.
    A character with a Guardian Shield places the shield the direction the character is facing. Changing the direction the shield is facing is a swift action. The shield grants improved cover against all attacks from that direction, though critical hits still hit as usual. Any attacks that missed because of the shield's cover bonus deals its damage to the shield instead. The shield blocks all telekinetic biotic powers as well as powers and tech modules which deal direct one-time damage, but the Disarm, Grip, Lash, Pull and Singularity powers affect the shield instead of the bearer, stripping it away if it beats the wielder's defense.
    A character wearing power armor can attempt a shield bash as a melee attack. Consider the shield a melee weapon that deals 3d8 kinetic damage on a successful hit.
    Weapons with the Piercing quality ignore the shield's hit points and reduce the damage reduction the shield grants.

    Universal Translator
    Most individuals know only their mother tongue, and rely on machine translation. Modern portable computers allow anyone with a few hundred credits of equipment to enjoy seamless real-time translation of alien languages, courtesy of handheld PDAs, computers in clothing or jewelry, or sub-dermal implants. Without fast and accurate translation, galactic trade and culture would not exist.
    Governments provide subsidized software, updated through the public extranet "on the fly", often as users approach spaceport customs facilities. Even the batarians, who isolated themselves from galactic society nearly two decades ago, take pains to provide up-to-date glossaries and linguistic rules, though most suspect that this is only so they can continue exporting propaganda.
    It is still considered broad-minded and practical to be able to speak without machine aid. Children often take courses in alien language, and most races can speak the simplified artificial "trade tongue" with little difficulty.
    Some species must rely on machine translation to interact with the rest of the galaxy. Hanar, for example, cannot reproduce the spoken language of any humanoid species, and other races cannot reproduce hanar bioluminescence without mechanical aid. Newly discovered or obscure races don't have machine translation available until the linguists have had time to study them.
    A universal translator costs 200 credits and allows the wearer to talk any non-extinct language to other living beings. It does not allow the wearer to talk languages that have not had contact with the Council or languages that are only spoken by extinct races (such as Protheans) unless configured to do so (one month's work per language with a DC 20 Use Computer check).
    Last edited by Actana; 2014-04-08 at 05:19 AM.

  4. - Top - End - #4
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    Default Re: Mass Effect Saga Edition

    Chapter 4:
    Weapon Statistics

    [Weapon statistics can be found below]

    Weapon descriptions
    Heavy Pistols
    Spoiler
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    Acolyte
    Designed for asari resistance, the Acolyte's barrels fire advanced ammunition similar to that of an impact-triggered resonant warp bomb, which has a devastating effect on shields and biotic barriers. The specialized nature of the warp field means it does not pierce armor as effectively, but the shooter's biotics are expected to make up for this shortcoming.
    The Acolyte requires a chargeup of 1 swift action before firing.
    The Acolyte deals energy damage. In addition, the weapon deals double damage against shields (the energy bonus is also doubled). However, any DR is doubled against the Acolyte.

    Arc Pistol
    An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down Arc Projector that only requires thermal clips, to solve its power problems. The Arc Pistol uses a nonvisible laser to ionize the air and create a path for a high-ampere electric shock. For a more damaging blast, it can be charged up.
    The Arc pistol can be charged using a move action, making the weapon deal 4d8 damage and use 3 rounds for a single shot.
    The Arc Pistol deals electric damage.

    Executioner Pistol
    Invented by Blood Pack weapons experts, the first Executioner was improvised using spare parts and scrap metal during an Omega territory dispute. The result was a hand-held cannon able to fire high-impact armor-piercing slugs, although only one at a time due to its limited heatsink. Many Blood Pack mercs carry an Executioner as backup in case they get pinned down, but some enthusiasts prefer it as their primary gun, sticking to the one-shot-one-kill approach.

    M-3 Predator
    A reliable, accurate sidearm. Manufactured by Elanus Risk Control, the Predator is valued as a powerful, deadly, and relatively inexpensive weapon. While it is not generally deployed in the military, it's still very popular in the Terminus Systems.

    M-5 Phalanx
    The M-5 Phalanx is the product of the Alliance's Offensive Handgun Project, a close-in weapon to be used with no loss of stopping power in comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics advantage over most heavy pistols. Civilian variants are often purchased by colonists on planets that have particularly dangerous big-game animals.

    M-6 Carnifex
    A highly accurate and lethal pistol. The Carnifex is a favored sidearm of mercenary leaders and Eclipse mercenary tech specialists. An expensive but powerful weapon, its marketing materials feature a charging krogan with the slogan "Don't you wish Carnifex was at your side?"

    M-11 Suppressor
    The M-11 Suppressor is the product of the Alliance's Offensive Handgun Project that developed an infiltration weapon to be used in close-quarters situations where silence is key. The Suppressor features a built-in integral sound moderator that reduces noise and muzzle flash. Civilian variants on the weapon are considered illegal but can be found in some sectors.
    When using the Snipe action of the Stealth skill with the M-11 Suppressor, the character does not take the normal -10 penalty to hide.

    M-77 Paladin
    The Paladin is a reliable, durable weapon developed by law enforcement looking for a high-powered but easily concealed sidearm for undercover agents. Surprisingly small for its hitting power, the Paladin is a variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, its shots are unquestionably more powerful.

    M-358 Talon
    The Talon is a close-range pistol favored by Cerberus Guardians. Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored targets. Its waste heat is sufficiently excessive that it carries six separate ammunition blocks, rotating like a twentieth-century revolver to prevent shaver jam or misfire due to premature melting of the shot.

    N7 Eagle
    When the Alliance's Offensive Handgun Project received funding to update one of its designs, its engineers chose to redesign the already impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, but fully automatic pistol that delivers unprecedented accuracy and punch with a rapid firing rate. The Eagle is named after the Desert Eagle, a classic handgun which gained a romantic reputation among gun collectors, thanks to its popularity in 20th and 21st-century Earth action movies.

    Scorpion
    Originally issued to the salarian STG to allow small units to contain much larger enemy forces, the Scorpion pistol now sees service galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. The high-explosive filler within the projectiles contains an adhesive that secures the projectile to the target on impact. When fired into a surface, it turns into a proximity mine.
    The Scorpion deals explosive damage.
    The Scorpion may be fired into a square without an enemy, which turns the projectile into a proximity mine for one round, dealing weapon damage to anyone who enters the square. Use the attack roll of the original attack to determine a hit. Targets are flatfooted against the mines, but the mines cannot benefit from feats or talents that create extra effects against flat footed enemies.

    Assault Rifles
    Spoiler
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    Adas Anti-Synthetic Rifle
    Named in memory of the quarians killed in the Morning War on the planet Adas, this weapon's electrical attack has been optimized for medium- to long-range firefights. Alliance marines take issue with calling it a "rifle" since, technically, it has no rifling in its barrel. The quarians shrug this off, as quarian weapon terminology rarely translates flawlessly into human languages.
    The Adas deals energy damage.

    Cerberus Harrier
    These Cerberus-modified Mattock rifles are fully automatic. Cerberus gunsmiths reined in the recoil issues, resulting in a gun that stays on target, but delivers slightly less punch per round than a standard Mattock. As such, the weapon is typically utilized by Cerberus’ elite troopers, who train constantly to make every burst count.

    Chakram Launcher
    The fancifully named Chakram Launcher uses an internal fabricator to manufacture lightweight ammunition discs wrapped in holographic tracers. The discs explode on impact, sending shrapnel tearing through the enemy. Markings stamped on the gun's barrel are a shipping code created by its manufacturer, Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, as it contains mixtures extremely volatile under pressure. This is why the Chakram Launcher requires thermal clips: without a way to dissipate the intense heat caused by its fabrication process, the rifle's circuitry would quickly destroy itself in a spectacularly lethal meltdown.
    The Chakram Launcher can be charged with a move action to deal more damage. Charged attacks deal both kinetic and explosive damage, while uncharged attacks deal only kinetic damage.

    Collector Assault Rifle
    The Collector Assault Rifle uses the same principles as a human assault rifle, but its organic components clearly set it apart. Its power source appears to be an internal organ with biotic capacitance; its ammunition resembles pellets of metallic enamel that strip shields off enemies with deadly efficiency.
    The Collector Assault Rifle uses the variant heatsink rules for its clip.

    Geth Pulse Rifle
    Geth pulse rifles are comparable to a standard stock assault rifle, but finely balanced with low-recoil and incredibly high accuracy. The pulse rifle fires a rapid stream of light-weight slugs which are wrapped in a phasic envelope to increase their damage.
    Geth Pulse Rifles deal energy damage.

    Geth Spitfire
    Like the geth plasma shotgun, the Spitfire is not a true energy weapon. Instead, the minigun magnetically flings clusters of superconducting toroids. These donut-shaped projectiles are designed to shatter upon impact, arcing electricity between the fragments and flash-converting them to plasma. The gun's punishing, automatic blasts impact with the heat of a cutting torch.
    On any consecutive attacks made during a round when the Spitfire is fired or the subsequent round after being fired at least once, the weapon gains the Rapid-fire property and +2d10 damage. Using the Burst Fire does not grant the Rapid-fire bonus.

    M-7 Lancer
    The M7-Lancer is a rare collector's item that was introduced shortly after the First Contact War. The Lancer has been refurbished by an unknown master weaponsmith, and it now uses the higher velocity rounds of today's weaponry. It does not need heat sinks, instead utilizing weapon heat-generation from an earlier era. Few of these finely crafted weapons are in existence.
    The M-7 Lancer uses the variant heatsink rules for its clip.

    M-8 Avenger
    The Avenger is a common and versatile military-grade assault rifle manufactured by the Elkoss Combine. It's accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade.

    M-15 Vindicator
    A battle rifle that fires in three-round bursts. Favored by assassins and elite mercenaries, and deadly at any range. Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is popular in the Terminus Systems.

    M-37 Falcon
    This Alliance rifle launches 25mm mini-grenades. Lighter and more accurate than most grenade launchers, the Falcon burns through specialized ammunition as well as standard thermal clips. A field fabrication kit generates this ammunition, leaving the clips as the rifle's only limitation.
    The Falcon deals splash damage. Compare the result of the attack to all targets adjacent to the original target. On a hit, the adjacent targets take 2d6 explosive damage. On a miss, they take half the damage. Cryo and Incendiary ammo powers apply to the splash damage, though apply a -5 penalty when comparing the attack to Fortitude defense.
    Despite being semi-automatic, the Falcon cannot benefit from feats such as Rapid Shot. However, it can be used with Double Attack and Triple Attack.
    The M-37 Falcon deals explosive damage.

    M-76 Revenant
    The M-76 Revenant unleashes a storm of high-velocity slugs. It has low accuracy but a high thermal clip capacity, and packs considerable firepower. This custom-made machine gun features technology not widely available. Protected against replication by sophisticated Fabrication Rights Management (FRM) technology, only the richest and most powerful warlords can afford the Revenant.

    M-96 Mattock
    Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon with an assault rifle's low heat production and a sniper rifle's punch. Marksmen favor its increased power over that of an assault rifle to bring down hardened targets. Its lack of a full-auto setting is advertised as a feature rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate fire under stress.

    M-99 Saber
    A heavy-duty semi-automatic rifle favored by only the most elite marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its sheer stopping power. Each M-99 Saber is designed specifically for its owner, making it one of the Alliance's more expensive weapons.

    N7 Typhoon
    The Typhoon is a distinctive light machine gun featuring a face shield to protect the shooter from headshots. Its power and recoil are so notorious that it includes a high-tech kinetic reducer to fight muzzle climb. Since the reducer tries to limit all motion by the weapon, marksmen do not engage it while moving and instead reduce recoil only while they are in cover.

    N7 Valkyrie
    After the carnage of the Battle of the Citadel, Alliance officers commissioned a new rifle for their ground forces. A variation of the popular Avenger design, the Valkyrie is now standard issue for new recruits. Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is a hot black-market item when it surfaces.

    Phaeston
    Named after a turian spirit of creation, the Phaeston was engineered to provide the best possible balance between accuracy and firepower in a machine gun. Each shot is tempered by kickback dampeners inside the shoulder stock, which lets the Phaeston pack more punch than other weapons its size without sacrificing precision. Its fully automatic fire and relatively light weight has turned the Phaeston into the turian infantry's primary go-to weapon.

    Prothean Particle Rifle
    After the Reapers obliterated the Prothean Empire's warships, the Prothean resistance was forced to develop weapons that did not rely on intact supply lines. The Prothean Particle Rifle is a stripped-down, powerful assault rifle modified to fire without thermal clips or specialized ammunition. Alliance scientists agree that it appears to share some principles with the Collectors' particle beam weapon, although this gun requires a temporary cool-down period if it overheats. An amalgam of two different eras of technology, the particle rifle is still a deadly, efficient weapon.
    The Prothean Particle Rifle uses the heatsink variant, though the default amount of clip used is 25, instead of its maximum damage. Modifications and other damage adjustments increase the amount as usual.
    During the first round when used, the Particle Rifle deals 6d4 damage. On any consecutive attacks made during a round when the Particle Rifle is fired or the subsequent round after being fired at least once, the Particle Rifle deals 10d4 damage. If a round goes by when the Particle Rifle is not fired, it reverts back to 6d4 damage.
    The Particle Rifle may be used to only fire at a single target at a time and may not benefit from feats such as Rapid Shot (though Double and Triple Attack work), but the target may be switched between attacks without losing the increased damage. It also suffers no range penalties, but cannot fire at targets at long range or above.
    The Particle Rifle does not come equipped with any modification slots by default.
    The Prothean Particle Rifle deals energy damage.

    Striker Assault Rifle
    The Striker is a fully-automatic weapon that functions more as a grenade launcher than a rifle, firing high-impact slugs that detonate on contact. The weapon increases its rate of fire the longer the trigger is held, which is devastating if the weapon can be kept on-target. In an attempt to market the Striker outside of the Krogan DMZ, the gun was designed to be fired by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts point out that the target on the receiving end of a Striker has far worse things to worry about than balance.
    The Striker deals explosive damage.

    Submachine Guns
    Spoiler
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    Blood Pack Punisher
    The Punisher features a secondary barrel that fires one armor-piercing round per main-barrel burst. It was developed by Blood Pack gunsmiths who found that their vorcha recruits frequently forgot to optimize ammo loads in the heat of combat. This configuration makes the process automatic and highly effective at penetrating armor.
    The Blood Pack Punisher ignores the first 2 DR of a target due to the secondary barrel.

    Collector SMG
    This short weapon is a hybrid of mechanical and organic parts, some more advanced than the Collector assault rifle. It vents heat automatically rather than requiring thermal clips and, when wielded by a Collector, extends a neural link to their skin at the wrist. Its ammunition is effective against armor and low recoil makes it a good weapon for sustained suppression.
    The Collector SMG uses the variant heatsink rules for its clip.

    Geth Plasma SMG
    This geth weapon works on the same principles as the Spitfire: it shoots superconducting toroids that break apart on impact, retaining an electrical charge that flash-converts the shrapnel into plasma. Unlike the Spitfire, however, the plasma SMG has been modified to take thermal clips. Holding down the trigger speeds up its rate of fire, rapidly depleting the gun’s heat sink in exchange for nearly continuous fire.
    On any consecutive attacks made during a round when the Geth Plasma SMG is fired or the subsequent round after being fired at least once, the weapon gains the Rapid-fire property. Using the Burst Fire does not grant the Rapid-fire bonus. If unfired for one round or more, the property is lost.
    The Geth Plasma SMG deals energy damage.

    M-4 Shuriken
    As kinetic barriers have grown in popularity, so has the popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken Machine Pistol fires six-round bursts with a high rate of fire.

    M-9 Tempest
    Produced by Elanus Risk Control Services for the Eclipse mercenary band, the Tempest is an expensive but deadly addition to anyone's personal arsenal. This fully automatic submachine gun is punishing up close, but becomes less accurate at long range.

    M-12 Locust
    The Kassa Fabrications Model 12 Locust is a compact submachine gun developed for the Alliance but now favored by gang enforcers and hitmen. Featuring a complex recoil-reducing mechanism and high-grade auto-targeting software, the Locust delivers longer-range, more accurate fire than others in its class.

    M-25 Hornet
    The M-25 Hornet is a long-range submachine gun created by Cerberus. It is standard issue for Cerberus troops, who are trained to handle the recoil from the gun's three-round bursts. Cerberus designed the Hornet to conserve ammunition and provide cover-fire during prolonged conflicts.

    N7 Hurricane
    While some militaries pass on the Hurricane because of its lower accuracy, the Alliance feels the gun's rapid firing rate offers excellent suppressive fire. A disciplined marksman can use the fully automatic submachine gun to chew through targets with alarming speed. Alliance officers were so pleased with field results that the Hurricane is now many squadrons' standard-issue SMG.
    The Hurricane fires two rounds in one shot, each dealing individual damage. Apply any reductions to damage individually. The massive recoil of the Hurricane gives a -2 penalty to all attacks.

    Shotguns
    Spoiler
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    AT-12 Raider
    Carried by the batarian military's notorious Special Intervention Unit, the Raider is a semi-automatic shotgun that loads slowly but fires rapidly, with tremendous force. Short-range even for a shotgun, the Raider has a large pellet spread. Rather than eliminating recoil, its integral compensators instead make it predictable and vertical.

    Disciple
    Originally handcrafted for the exclusive use of justicars, the Disciple Shotgun's schematics were finally released to asari commandos after centuries of negotiation. The Disciple uses shells packed with microscale submunitions to deal staggering amounts of damage. Even shielded enemies are stunned by the force of a blast from this weapon.
    The Disciple deals energy damage.

    Geth Plasma Shotgun
    This three-barreled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns. A two-stage trigger system allows for either quick-fire capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon. As the rounds hit the target, they fragment and electricity arcs between the pieces, flash-converting the air to conductive plasma. The resulting impact, heat, and electrical charge overloads shields and barriers and causes massive trauma to unarmored targets.
    The Geth Plasma Shotgun deals energy damage, which ignores SR on shields. Its homing projectiles grant a +2 to hit when firing. The weapon can be charged by using a move action. A charged round deals 4d8 damage and uses 2 rounds; the shotgun may be charged even when on a single round.

    Graal Spike Thrower
    The Graal is one of a long line of krogan weapons used to hunt thresher maws. Its ammunition consists of oversized flechettes meant to pierce thresher hide and create deep wound channels leading to massive blood loss. For additional firepower, the weapon is double-barreled, and, as a last resort, possesses blades to cause internal injuries if the wielder is swallowed by the thresher. Using a Graal on a humanoid target has predictably grisly effects.
    The Graal Spike Thrower can be charged by using a move action. A charged round deals 4d8 damage and uses no additional rounds.

    M-11 Wraith
    The Wraith is favored among mercenaries, pirates, and slavers in the Terminus systems. Its high-impact damage and sturdy construction make it a popular "quick-draw" shotgun. A variant of the M-22 Eviscerator, demand for the Wraith is higher than ever, even though the weapon is banned in Citadel space. In order to lighten its weight, the Wraith holds fewer shots than the Eviscerator.

    M-22 Eviscerator
    The Lieberschaft 2180 shotgun, or "Eviscerator," is of human civilian design and has a unique ammunition generator. Where most modern firearms shave off chips or pellets from an ammunition block, the M-22 shaves off serrated metal edges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities, and its tight grouping ensures lethality at longer ranges than standard shotguns. This design violates several intergalactic weapons treaties, so the M-22 is not distributed to militaries.

    M-23 Katana
    Manufactured by Ariake Technologies, the Katana is a common mercenary weapon, and is also popular on colonies with varren infestations. It's deadly at short range, but ineffective at long range.

    M-27 Scimitar
    Manufactured by Ariake Technologies, the Scimitar features twin mass effect generators, giving it a more rapid rate of fire than a traditional shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly becoming popular with Blood Pack Trooper mercs as well.

    M-300 Claymore
    The Claymore used to be a hard-hitting but poor-selling shotgun due to kickback problems snapping the arms of anyone but krogan firing the weapon. After a rehaul of its kinetic dampening system, the Claymore is being rolled out again. As a way to lure back customers, the gun's manufacturer has lowered the shotgun's selling price without skimping on its stopping-power.

    N7 Crusader
    Bruised and bloody Alliance marines on Torfan attributed their survival against waves of batarian mercenaries to the precision and stopping power of the Crusader. With a design patterned on riot shotguns, this weapon has a moderate rate of fire that rewards careful aiming. Since this accuracy provides little room for error, the Crusader is primarily used by highly trained soldiers.

    N7 Piranha Assault Shotgun
    The N7 Piranha is an assault shotgun designed for the Reaper war. When the N7 program began training alien resistance forces, the lighter-bodied species wanted a low-recoil weapon with a wide pellet spread for dealing with husks. The result was the Piranha, which hit a sweet spot in close-range firepower. Its rapid-fire capability tears apart not only husks, but most opponents unlucky enough to be in its way.

    Reegar Carbine
    This electrical weapon improves upon the arc pistol's design by generating a sustained current on its target. This weapon is named for the quarian Reegar family, whose marines have served valiantly against the geth.
    The Reegar fires a 2-square cone attack when fired. Treat it as an area of effect attack. Firing the Reegar once uses up 10 ammunition.
    The Reegar Carbine deals electric damage.

    Venom Shotgun
    The Venom shotgun was developed by the salarian Special Tasks Group to meet the unpredictable needs of those stationed in hostile areas. The double barrel fires ammunition that detonates on impact, while a third barrel below can be charged to fire a round of microgrenades. Given the nature of most STG assignments, the Venom was designed to force an exit strategy and was issued to teams whose primary objective was to extract compromised undercover operatives. The shotgun is now issued to frontline soldiers in the war against the Reapers.
    A regular shot from the Venom fires a single grenade that detonates on impact. Treat it as an area of effect attack that targets a single square.
    A charged shot from the Venom fires five smaller bomblets that affect a larger area. Treat it as a 2x2 square area attack.
    The Venom deals explosive damage.

    Sniper Rifles
    Spoiler
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    Black Widow
    The Alliance wanted to reduce the reload time of the original Widow rifle, without sacrificing its stopping power. The solution was to increase the number of shots the gun could fire before it needed a fresh thermal clip. Heavy for a sniper rifle, the Black Widow's firepower more than compensates for its encumbrance.

    Collector Sniper Rifle
    This weapon's long-range particle beam is capable of sustained fire, allowing it to switch between anti-personnel or anti-materiel roles just by holding down the trigger. This rifle does not accept thermal clips, instead cooling down by venting heat into a liquid-containing sleeve that radiates it through the fin-like protuberances on its barrel.
    The Collector Sniper Rifle uses the variant heatsink rules for its clip. The weapon suffers no range penalties, but cannot be fired at targets at long range or above.
    The Collector Sniper Rifle deals energy damage.

    Javelin
    Called the Javelin by Alliance marines, this geth weapon holds a reservoir of ferrofluid, magnetically drawn into the firing chamber and expelled at lethal speeds. Like a high-pressure water jet, the ferrofluid cuts through nearly anything it hits with so much heat that it resembles a beam of light, causing terrible wounds.
    Firing the Javelin takes an additional swift action to charge the firing mechanisms. However, if a character uses the aim action before firing, they do not need to use a swift action to charge the weapon (so a character can aim and fire in the same round).
    The Javelin deals energy damage.

    Kishock Harpoon Gun
    An Alliance captain on her fifth tour of the Terminus Systems once said that seeing a Kishock was the easiest way to tell if she was being attacked by batarian mercenaries or slavers, since "no bastard with a Kishock means to take you alive." This powerful sniper rifle fires a harpoon-like spike that causes massive internal bleeding, and its miniaturized disruptors will also destroy synthetics. The rifle’s biggest drawback is that it must be reloaded after every shot, but for those with steady aim and good timing, one shot is enough.
    Charging a Kishock takes a move action. An uncharged shot deals 6d6 damage, and 1d6 extra damage on be beginning of the target's next round due to bleeding. A charged shot from the Kishock deals 8d6 damage, and an additional 2d6 bleeding damage on the beginning of the target's next round. The bleeding damage only applies if damage was dealt to the target's hit points.
    The Kishock ignores Shield Gate.

    Krysae Sniper Rifle
    This turian anti-materiel rifle is modified to kill Reaper enemies. The Krysae's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Its specialized ammunition is both armor-piercing and explosive. In a desperate move, the turians released its specifications over the extranet so that nearly anyone with a fabricator could manufacture this weapon to help the war effort.
    Treat a shot from the Krysae as an area of effect attack. The Krysae deals normal damage to the primary target, and half damage to all adjacent targets. Targets take half damage if the attack misses their Reflex defense.
    The Krysae deals explosive damage.

    M-13 Raptor
    The Raptor is a human version of a turian weapon developed for conflict on the low-gravity world Amar. Fighting at longer ranges than expected, the turians optimized a low-recoil, semi-automatic rifle with a scope, and issued it to their regular infantry, creating a hybrid weapon that was half-assault rifle and half-sniper weapon. Cerberus assigns the Raptor to Nemesis snipers.
    Thanks to its compact size, the M-13 Raptor does not suffer the normal penalties for firing in point blank range.

    M-29 Incisor
    The Incisor is a sniper rifle designed to overload active defenses. Firing three rounds with each pull of the trigger, the Incisor was initially advertised as having negligible recoil, although under real combat conditions the second and third rounds frequently climb in difficulty. The noise of the burst is comparable to a single rifle shot in duration, making it no easier to locate the sniper by sound.

    M-90 Indra
    The Indra's low-powered scope leaves it most effective at medium range, but many soldiers believe this limitation is offset by the gun's rapid rate of fire. The Indra is the first military-grade, fully automatic sniper rifle. It has an extremely efficient heat-sink system that allows a surprisingly large number of shots to be fired before the weapon ejects its thermal clip.
    The Indra deals electric damage.

    M-92 Mantis
    The Mantis is a powerful sniper rifle able to take out most targets in a single shot. It's incredibly accurate at long range, but rate of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily used by police and planetary militia groups.

    M-97 Viper
    The Viper is a semi-automatic, rapid-fire sniper rifle manufactured by Rosenkov Materials. Rosenkov developed a patented automated-release system that assists with thermal-clip ejection, shortening the Viper's reload time. This rifle is popular with military snipers, who appreciate a long-range gun that can snap off multiple shots in the blink of an eye.

    M-98 Widow
    Several research firms spent a considerable fortune trying to redesign the Widow sniper rifle. Their goal was to retain the geth weapon's considerable firepower while reducing its recoil, so that the gun could be fired without breaking a nonsynthetic's arm. After much trial and error, one company finally produced a usable model rolled out to the galactic market.

    N7 Valiant
    The Valiant is a sniper rifle tested by Alliance soldiers during a series of harsh survival exercises on the planet Kruljaven. This streamlined weapon employs a sophisticated fire-control system that improves accuracy by stabilizing the barrel during targeting. Although this comes at the cost of reduced capacity and rate of fire, most soldiers find the increase in precision and quick reloading time a worthy tradeoff.

    Heavy Weapons
    Spoiler
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    All heavy weapons ignore Shield Gate. Due to the nature of their ammunition, most heavy weapons use specific types of ammo and power sources instead of the shaving block most small-arms use. Unless otherwise stated, heavy weapons cannot be reloaded with thermal clips.

    Arc Projector
    The Arc Projector ionizes targets with a non-visible laser to ready them for a high-voltage electrical attack. As the lightning-like bolt hits its first target, a sophisticated auto-targeting system paints succeeding targets with the ionization laser, allowing the electricity to take the path of least resistance and arc between them. An entire enemy strike team can be shocked to death with a few pulls of the trigger.
    The Arc Projector takes a move action to charge and a standard action to fire. Once fired, it hits 2 additional targets within 3 squares of the previous target, each attack dealing 1 die less damage, resulting in the first target taking 4d10, the second 3d10 and the third 2d10 damage. Resolve the attacks against the secondary targets normally with no penalty.

    Cobra Missile Launcher
    Though it looks identical to the M-560 Hydra, the Cobra is a single shot launcher that fires a missile directly at the target. It is powerful enough to destroy a target on contact and has a small area of effect.
    The Cobra deals an AoE burst with a 2-square radius.

    Collector Particle Beam
    Precise and lethal, this focused radiation weapon is very effective against almost all targets. The weapon appears to be of Collector origin, and all attempts to reverse engineer and replicate the weapon have failed. The amount of energy required to create a destructive beam is several orders of magnitude more than the amount needed to launch a high-velocity projectile via a mass effect field.
    The Collector Particle Beam fires a continuous stream of focused radiation, damaging targets the longer it is fired. The weapon can be fired as either a standard or full-round action. As a standard action, the weapon deals 4d10 damage to the target and uses 10 ammunition. As a full-round action the weapon deals 6d10 damage and uses up 30 ammunition. If used as a full-round action, the character may, on her next turn, use a standard action to keep dealing 6d10 damage and using 30 ammunition. This can be kept up as long as the character keeps firing the Particle Beam and does not reload. It is possible to change targets between rounds and retain the damage. If a round goes by without the Particle Beam being fired, the damage reverts back to 4d10.
    The Particle Beam may be used to only fire at a single target at a time and may not benefit from feats such as Rapid Shot (though Double and Triple Attack work), but the target may be switched between attacks without losing the increased damage. It also suffers no range penalties, but cannot fire at targets at long range or above.
    If the attack roll surpasses the target's Fortitude defense and deals hit point damage, the target is affected by Severe Radiation (see page 255 of the SWSE core rulebook). The radiation attack roll is rolled separately.

    ML-77 Missile Launcher
    Based on existing technology, the ML-77 is a rapid-fire missile launcher using seeking projectiles. Each projectile features a friend-or-foe recognition system, ensuring it will find a hostile target even if the user's aim is not completely accurate.
    The locking mechanism of the ML-77 allows the shooter to ignore cover and line of sight when shooting at locked on enemies, though an attack roll is still required. Locking on to an enemy requires a move action when the enemy is in line of sight and lasts for the rest of the encounter, or until a new target is locked.

    M-100 Grenade Launcher
    Elanus Risk Control Services once manufactured the M-100, a standalone, semiautomatic 25mm grenade launcher. Considered obsolete by modern grenade launcher standards, thugs across the galaxy built their own after its design specifications were leaked to the extranet. The M-100 firing system lack electronically-set fuses that most modern grenades possess, putting it at a disadvantage compared to "smart grenade" systems. M-100 proponents counter that the weapon has a fifty-year track record in reliably accepting kludge ammo, processed via omni-tool so that a soldier who depletes his rounds can still reload. Although modern kinetic barriers can block fragmentation damage, the heat and concussive force of a grenade blast can rip right through them, incapacitating most species instantly. The M-100 may be a dinosaur, but it can still kill with the best of them.
    The M-100 deals an AoE burst with a 1-square radius.

    M-451 Firestorm
    The M-451 Firestorm flamethrower is a product of human ingenuity, ruthlessness, and industrial espionage. Its origin dates back to the 2160s, when human colonists to new planets used flamethrowers to clear vegetation or ice. The fuels performed erratically on planets with extremely cold temperatures and differing air compositions from Earth. Realizing this could be a problem for military units, Systems Alliance intelligence operatives stole the turian design for the "Hieras" flamethrower, a battle-tested workhorse that functioned in nearly every environment.
    The Firestorm produces a 3-square cone when fired, dealing area of effect fire damage to everyone in it.
    The Firestorm creates a continuous stream of fire, dealing more damage the longer it is fired. If fired as a standard action, the weapon deals 4d10 damage and uses 20 ammunition. If fired as a full round action, it deals 5d10 damage and uses 30 ammunition. If fired on consequetive rounds, the Firestorm deals +1d10 damage and uses an additional 10 ammunition for each round of consecutive fire, up to a maximum of 7d10 damage and 50 ammunition per round. If a round goes by without the weapon being fired, the damage reverts back to normal. Targets may be changed during the start of each round. The Firestorm may also set the targets on fire each round, and gains a bonus to the attack roll equal to the user's base attack bonus (see page 255 of the SWSE core rulebook).

    M-490 Blackstorm
    The Blackstorm, colloquially called the "black hole gun" encases a few particles of matter within a high-powered mass-increasing field, elevating them to near-infinite mass. This creates a gravitational singularity that draws nearby enemies and objects inward for a short time. The rapidly-increasing gravity near the singularity's event horizon rips objects apart. The mass effect field soon destabilizes and returns to normal mass, with explosive results.
    The Blackstorm takes a move action to charge and a standard action to fire. Once fired, the singularity field takes one round to reach its destination, after which it lingers for 2 rounds. Every enemy in a 2-square radius of the target square is affected by Singularity, taking 3d10 damage every round. On the beginning of the user's third round, the singularity detonates, dealing 6d10 damage to every target in the radius.

    M-560 Hydra
    Before the introduction of the M-560 Hydra, missile launchers either focused on bringing down a single armoured target or simultaneously neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer needs to choose between the two.
    The hydra releases a barrage of miniature missiles, each guided by an independent homing system that seeks out exposed enemies. On impact, three shaped charges per missile explode in sequence. The first overloads the target's kinetic barriers before the second destroys its armor, clearing a path for the third warhead to detonate inside the target.
    The Hydra takes a move action to charge, then a standard action to fire. The six missiles are fired at once and may be divided upon as many targets as wished, each dealing the same amount of damage. Use the same attack roll for each target, comparing their Reflex defenses to the one attack roll. The homing mechanism in the weapon grants a +2 to attack rolls made.

    M-622 Avalanche
    Still in its experimental stages, the M-622 Avalanche generates a Bose-Einstein condensate within a mass effect bubble which dissipates on impact, violently spraying the condensate outward and coating the target in a near-absolute-zero superfluid.
    When fired at an enemy, the character compares the attack roll to both the Reflex and Fortitude defenses of the target. The weapon hits the target if the Reflex defense is beaten. If both reflex and Fortitude defenses are beaten, the target takes a -1 hit to their Condition Track for every 5 points the Fortitude defense is beaten and disables the target's shields until it recovers from the Condition Track. In addition, any enemy hit by the Avalanche also suffers the effects of Extreme Cold (see page 254 of the SWSE core rulebook). The extreme cold attack roll is rolled separately, but the attack gains a bonus equal to the Avalanche's wielders base attack bonus. A target can only be affected by a single case of extreme cold per encounter.

    M-920 Cain
    Scientists have prototyped a modified version of traditional high-explosive rounds that is applied to a 25-gram slug. When accelerated to 5 km/s, the round is devastating. Though a technically inaccurate label, this prototype weapon is nicknamed the "Nuke Launcher," and its high-explosive matrix generates an archetypical mushroom cloud on impact.
    The Cain requires one full round to charge up and fire. The weapon deals an AoE burst with a 3-square radius.

    Reaper Blackstar
    The Reaper weapon nicknamed "Blackstar" is so advanced that Alliance scientists can only offer speculation about how it works. The gun appears to exploit an element zero and mass effect fields to fire gravitational singularities - micro black holes - that revert to their natural lethality when they impact a solid object. Researchers theorize that the blast tears apart the strong nuclear forces that hold the target's atoms together, resulting in a localized fusion reaction in light atoms and a fusion reaction in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus changing the chemical composition of the target. It destroys organic tissue, corrodes surviving armor, and leaves a visible trail of light-emitting particles.
    The Blackstar requires a move action to charge. It deals an AoE burst of 4x4 squares.

    Grenades
    Spoiler
    Show
    When you make an area attack with a grenade, you make a single attack roll and compare the result to the Reflex defense of every target in the grenade's burst radius. Creatures you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses.
    All grenades from SWSE sourcebooks are usable with MESE.

    Arc Grenade
    A recent quarian invention, the arc grenade releases a huge electrical discharge when detonated, damaging everything in its radius.
    This grenade detonates in a 1-square burst radius. Enemies hit by an arc grenade are primed for tech explosions for 1 round.

    Cluster Grenade
    A biotic-infused grenade, the cluster grenade separates into three smaller grenades when thrown, dealing many smaller explosions.
    When thrown, you target three different squares to attack, each of which must be adjacent to another targeted square. Compare the Reflex defenses of each target as usual.
    The cluster grenade deals biotic damage, and can be used to detonate Biotic Explosions.

    Lift Grenade
    A biotic-infused grenade, the lift grenade deals less damage than other grenades, but the unstable mass effect fields created by the detonation suspend enemies into the air.
    This grenade detonates in a 1-square burst. If the grenade's damage exceeds the target's damage threshold, they are affected by the Pull power for 1 round. Targets gain a bonus to their Fortitude defense based on their size as usual (see: Pull).
    The lift grenade deals biotic damage, and the Pull effect can be used to prime a Biotic Explosion.

    Inferno Grenade
    Inferno grenades contain volatile liquids that combust when in contact with air. This results in a fiery explosion that can set even the toughest of material on fire.
    The grenade detonates in a 1-square burst. If the damage of the inferno grenade exceeds the target's damage threshold, it is automatically set on fire and is dealt 2d6 fire damage for 2 rounds if not put out.
    During its ongoing effect, an inferno grenade primes a fire explosion.

    Sticky Grenade
    Sticky grenades are coated with an adhesive substance, which makes them stick to whatever they hit.
    When throwing a sticky grenade, you can choose to target an enemy directly instead of a square. If you do so, compare your attack roll to the target's Reflex defense. If hit, the enemy cannot benefit from the Evasion talent. However, Evasion still works on a miss.
    Last edited by Actana; 2014-04-03 at 04:43 PM.

  5. - Top - End - #5
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    Default Re: Mass Effect Saga Edition

    Chapter 5:
    Biotics

    New skill:
    Use Biotics (cha)
    Requires the Biotic Potential feat
    Activate Biotic power (trained only): You make a Use Biotics check to use a Biotic power. This use of the skill requires no action.
    Move Light Object (trained only): As per SWSE core rulebook (p.77).
    Recharge barriers (trained only): As two swift actions, you can recharge your barriers equal to your Use Biotics check.
    Special: You can't make Use Biotics checks unless you have the Biotic Potential feat. Use Biotics is a class skill for any character with the Biotic Potential feat.
    You can take 10 on a Use Biotics check, but you can't take 20.

    Biotic Potential (feat)
    Your body has the potential to use biotics.
    Prerequisite: Cannot be a droid
    Benefit: You can make Use Biotics checks, and Use Biotics is considered a class skill for you. In addition, whenever you gain a new talent, you have the option of selecting a Biotic talent instead. You must meet the prerequisites of the Biotic talent to select it.
    Normal: You can't make Use Biotics checks or select Biotic talents unless you have the Biotic Potential feat.
    Special: If you pick this feat at level 1, you may choose Use Biotics as one of your class's trained skills.

    Biotic Training (feat)
    Prerequisites: Biotic Potential, trained in the Use Biotics skill.
    Benefit: You add to your Biotic power suite a number of Biotic powers equal to 1 + your Wisdom modifier (minimum 1). You cannot add the same power more than once.
    Special: you can take this feat more than once. Each time you take this feat, you add to your Biotic power suite a number of new Biotic powers equal to 1 + your Wisdom modifier.
    If your Wisdom modifier permanently increases, you retroactively add any new Biotic powers you would have gained from the new score.

    Extra Readied Power (feat)
    Prerequisites: trained in the Use Biotics skill
    Benefit: You may ready an additional biotic power from your powers known list. This does not count towards the powers you have on your omni-tool.

    Readying powers
    Biotic powers are readied into the biotic's omni-tool (see chapter 6, omni-tool). You cannot ready the same power twice. Readying powers takes 5 minutes of focusing energies and modifying the omni-tool's properties.

    Using powers
    Using a biotic power requires an action that does not provoke an attack of opportunity. You can use any power you have readied once, and it is then considered depleted until you recharge your powers. Recharging powers can be done in a variety of ways.
    • You can use two swift actions to recharge your powers. You may not use biotic powers during the same turn you recharge your powers this way.
    • After combat you recharge all your powers automatically.
    • If you roll a natural 20 on a Use Biotics check to activate a biotic power, you regain all spent biotic powers at the end of your turn.
    • You can spend an Action Point as a reaction and immediately regain all spent biotic powers.
    • Some unique abilities and talents allow you to regain spent biotic powers in other ways.

    A biotic character can have only a single active effect per power. If the character uses the same power again, the previous effect ends.

    Biotic damage, shields and fast healing
    Most biotic powers deal biotic damage. This damage type is a new type introduced in MESE. Biotic damage deals less damage to targets with active shields, but deals extra damage to targets with active barriers, and ignores the barrier's BS.
    Many additional effects that biotic powers have do not work until the enemy's shields or barriers are broken. Shields and barriers cannot be restored automatically while affected by biotic powers, though they can be manually recharged.
    A target affected by ongoing damage or a biotic effect cannot benefit from fast healing.

    Keywords
    Since there is no Dark Side in the Mass Effect, all [dark side] and [light side] keywords are removed from powers, and using the powers does not increase dark side points. Two new keywords are introduced in the conversion, [detonator] and [primer]. They are explained under Biotic Explosions below.
    Powers marked with [mind-affecting] are only available to the Ardat Yakshi, bearers of a rare genetic mutation that appears in pureblood asari.

    Biotic explosions
    Some biotic powers can be used to set up or detonate powerful biotic explosions. Creating a biotic explosion requires two phases. First, a persistent effect, such as Pull or Warp's lingering effect, must be applied to an enemy. This sets up, or primes, the biotic explosion. While the effect is in duration, if the enemy is hit by a detonating power, the biotic explosion is detonated. Once detonated, the detonating biotic compares the result of his Use Biotics check of the power that he used to detonate the explosion to the Reflex defenses of the target and all adjacent enemies. The biotic explosion deals 1d6 biotic damage per 2 levels of the detonating character's heroic level, dealing half damage if the result misses.
    After being detonated, the priming effect the detonated target had, whether tech or biotic, ends. If the explosion was created by an area of effect power, the power ends completely. If the target has more than one effect active, the newest priming effect is detonated and ends.
    Powers that can be used to detonate are marked with a [detonator] keyword. Powers that can be used to prime explosions are marked with a [primer] keyword. A character must have the talents Biotic Primer and Biotic Detonator to prime and detonate biotic explosions. A character without the Self Reliant Detonation talent cannot detonate his own biotic explosions, and will require someone else to assist him. Biotic powers can detonate tech explosions with the Synergy Detonator talent, but tech modules can never detonate biotic explosions.
    Certain powers can be upgraded with talents to become sources or detonators. When that happens, the power in question gains the [detonator] or [primer] keyword for that power.

    List of biotic powers:
    Spoiler
    Show
    Annihilation Field [primer] [detonator]
    You create an unstable mass effect field around yourself, ripping foes apart who venture too close.
    Time: Standard action. Target: 1-square radius emanating from you.
    Make a Use Biotics check. Each enemy who starts their turn or moves within 1 square of you takes 3d6 biotic damage. The duration of the effect is based on your Use Biotics result.
    DC 20: Lasts 3 rounds.
    DC 25: Lasts 4 rounds.
    DC 30: Lasts 5 rounds.
    Enemies who have taken damage from Annihilation Field are primed for biotic explosions for 1 round.
    Special: You can spend an Action point to increase the radius of Annihilation Field's damaging effect by 1 square.
    While Annihilation Field is active, you do not take any damage from biotic explosions you have primed.
    You can detonate Annihilation Field as a standard action that deals 4d8 damage to all enemies within 2 squares of you. This ends the effect and can detonate biotic explosions.

    Barrier
    You create a powerful barrier, shielding you from incoming attacks and recharging your barriers.
    Time: Swift action. Target: You.
    Make a Use Biotics check. Use the result to recharge your barriers immediately.
    Special: You can spend an Action point to activate Barrier as a Reaction.

    Biotic Charge [detonator]
    You accelerate your body with mass effect fields and slam yourself into an enemy.
    Time: Move action. Target: One enemy within 20 squares and in line of sight.
    Make a Use Biotics check. You move in a straight line to the target, slamming into them with great force. You deal damage to the target based on your Use Biotics check.
    DC 15: 2d6 biotic damage
    DC 20: 4d6 biotic damage
    DC 25: 6d6 biotic damage.
    Using Biotic Charge recharges your barriers for half the amount of your Use Biotics result.
    Special: You can spend an Action point to deal damage to one additional enemy adjacent to the target.

    Biotic Dash [detonator]
    You accelerate your body, moving through enemies while attacking them.
    Time: Standard action. Target: An unoccupied square within 6 squares and line of sight.
    Make a Use Biotics check. You vanish from your original position and move in a straight line to the target square without provoking attacks of opportunity. You can move through squares occupied by enemies. You may make a single melee attack against each enemy whose square you moved through. You gain a bonus to your melee attack based on your Use Biotics result.
    DC 15: +1 biotic bonus to attack rolls and +1d6 biotic damage.
    DC 20: +1 biotic bonus to attack rolls and +2d6 biotic damage.
    DC 25: +2 biotic bonus to attack rolls and +3d6 biotic damage.
    DC 30: +2 biotic bonus to attack rolls and +4d6 biotic damage.
    Special: You can spend an action point not to expend the use of Biotic Dash.

    Biotic Focus
    You focus your biotic energy into your body, increasing your strength and speed.
    Time: Swift action Target: You
    Make a Use Biotics check. You gain an amount of damage reduction and movement speed based on your Use Biotics result.
    DC 15: speed +2, +1d6 melee damage.
    DC 20: speed +3, +1d6 melee damage.
    DC 25: speed +4, +2d6 melee damage.
    DC 30: speed +5, +2d6 melee damage.
    The effects last for 3 rounds.
    Special: You can spend an Action point to gain DR 10/- for the duration of the effect.

    Biotic Orbs
    You create a set of mass effect orbs that orbit around you.
    Time: Two swift actions. Target: You
    Make a Use Biotics check. You create a number of biotic orbs that revolve around you based on your Use Biotics result.
    DC 15: 1 orb.
    DC 20: 2 orbs.
    DC 25: 3 orbs.
    DC 30: 4 orbs.
    For every orb, you gain +1 biotic bonus to your Fortitude and Will defenses. The orbs last for 5 rounds. If you use Biotic Orbs while you still have active orbs, the old orbs are lost.
    As a swift action, you can launch an orb at your enemy. Treat it as a ranged attack that deals 2d12 biotic damage with an increment of 6 squares per range category, and is modified by your Wisdom instead of Dexterity. The orb dissipates after the attack.
    Special: You can spend an Action point to increase the amount of orbs by 1.

    Biotic Protector
    You deploy a massive biotic barrier to shield you and your allies.
    Time: Full-round action Target: A 3x3 square centered on you.
    Make a Use Biotics check. You create a spherical barrier around you, blocking all projectiles entering it. The barrier has a Barrier Rating of one and a half times your Use Biotics result (so a result of 20 would yield a 30 BR shield), and a Barrier Strength of one-half your heroic level. Any projectile entering or going through the area of effect deals its damage first to the barrier.
    You can sustain the power by using a full-round action during your turn. When you do so, you replenish the power's barrier to its original value.
    Special: You can spend an action point to deal 4d6 biotic damage to all enemies within the area of effect when you first use Biotic Protector. Multiple instances of Biotic Protector in the same area do not stack.

    Biotic Slash [telekinetic] [detonator]
    You charge your biotics into a sword-like form, slashing enemies in a wide swath.
    Time: Standard action Target: A 3-square cone.
    Make a Use Biotics check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the targets takes 6d8 biotic damage and half on a miss. Biotic Slash ignores partial and total cover.
    Special: You can spend an action point to move each target -1 step down the condition track on a hit.

    Biotic Sphere
    You create a mass effect sphere to protect the area.
    Time: Full round action. Target: 3x3 square.
    Make a Use Biotics check. You create a stationary mass effect sphere around your area, covering a 3x3 square (centered around your location). The sphere grants a damage reduction of 10/- to everyone in the area, and lasts for an amount of rounds based on the result of the Use Biotics check. You cannot have more than one sphere at a time.
    DC 15: Lasts 2 rounds.
    DC 20: Lasts 3 rounds.
    DC 25: Lasts 4 rounds.
    DC 30: Lasts 5 rounds.
    Special: You can spend an Action point to increase the DR by 5 or the duration of the sphere by 3 rounds. Multiple instances of Biotic Sphere over the same area do not stack.

    Dark Channel [primer]
    You create a persistent biotic cloud that moves around, damaging enemies.
    Time: Full round action. Target: One creature within 8 squares.
    Make a Use Biotics check. You create a persistent cloud of biotic energy that rips enemies apart. The enemy targetted with the power during the end of your turn take 3d6 biotic damage. The cloud's duration is based on your Use Biotics result.
    DC 20: 4 rounds
    DC 25: 6 rounds
    DC 30: 8 rounds
    If the enemy dies while Dark Channel is active, the power's effect moves to the closest nearby enemy within 5 squares. If there are no enemies in range, the effect ends.
    Special: You can spend an Action point to increase the damage of Dark Channel to 4d6 per round. If Dark Channel is detonated in a Biotic Explosion and the target dies, the effect moves to the next enemy normally instead of ending.

    Dark Sphere [primer] [detonator]
    You create a slow-moving sphere of dark energy that tears anything it touches apart.
    Time: One standard and move action Target: Every enemy in a moving 2x2 square
    Make a Use Biotics check. You create a 2x2 square sphere adjacent to you and move the square 2 squares in one direction. Compare your Use Biotics result with the Reflex defense of targets within the sphere. If the attack hits, the target takes 4d8 biotic damage, and half on a miss. At the start of your next turn, move the sphere an additional 2 squares in the same direction and compare the original check to the defenses of any new targets. A target may be damaged more than once by Dark Sphere, but only once per round. During the beginning of your third round, the sphere disappears.
    At any point of the sphere's movement, you can detonate it as a swift action, dealing 6d6 damage to all targets in a 3x3 square originating from one square of the sphere. If you do so, you cannot use another biotic ability in the same round.
    Special: You can spend an Action point to increase the size of both the sphere and the detonation by 1.
    The sphere's detonation effect can detonate biotic explosions. The there's continuous effect primes biotic explosions.

    Dominate [mind-affecting]
    You attack the mind of an enemy, forcing them to do your bidding.
    Time: Full round action. Target: One organic enemy within 6 squares and in line of sight.
    Make a Use Biotics check. If the check exceeds the target's Will defense, the target turns friendly for 1 round. The target will obey your commands without hesitation, and in combat will defend you and your allies with its life. After the effect ends, the target will realize it has been controlled. For every 5 points by which you exceed the target's Will defense, extend the power's duration by 1 round.
    Special: You can spend an Action point to increase the duration of Dominate by 3 rounds.

    Flare
    You expend all your energy to unleash a huge flare that explodes with biotic power.
    Time: Full-round action Target: 2x2 square within 12 squares and in line of sight.
    Make a Use Biotics check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the target takes 8d8 biotic damage and moves -1 step down the condition track. You move -1 step down the condition track; this cannot be prevented by any means.
    Special: You can spend an action point to move the targets an additional -1 step down the condition track.

    Lash [detonator] [primer] [telekinetic]
    You create a mass effect whip, catching an enemy and pulling them towards you.
    Time: Standard action. Target: One enemy within 12 squares and in line of sight.
    Make a Use Biotics check. If the check exceeds the target's Reflex defense, the target takes 5d6 biotic damage. The target also makes a Strength check. If you win, the target is pulled 3 squares towards you plus an additional square for every 5 points by which you exceed the target's check and is knocked prone. If you pull the target into a larger object, the target takes 1d6 kinetic damage.
    The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
    Special: Shielded targets cannot be pulled. You can spend an Action point to deal an additional 2d6 damage during the start of the target's next turn. This sets up a Biotic Explosion between that lasts until the beginning of the target's next turn.

    Nova [detonator]
    You unleash the energy of your barrier into the ground, creating a massive shockwave.
    Time: Move action. Target: All adjacent enemies.
    Make a Use Biotics check. Compare the Reflex defenses of the enemies adjacent to you. If the check exceeds their Reflex, they take 2d6 biotic damage and move 1 step down the condition track. If the check is lower, they take half damage. In addition, Nova deals bonus damage to all targets based on your barrier or shield rating. Using Nova depletes your barrier or shield completely.
    To calculate the bonus damage, Nova deals Xd6 bonus damage, where X is the amount of shields you currently have divided by 10 and rounded down. So 0-9 shields give no bonus damage, 10-19 give 1d6 bonus damage, 20-29 give 2d6, etc.
    Special: You can spend an Action point to deal an additional 4d6 damage and move the targets an additional step down the condition track.

    Pull [primer] [telekinetic]
    You create a mass-lowering field around an enemy, making them levitate in the air.
    Time: Standard action. Target: One enemy in 12 squares and in line of sight.
    Make a Use Biotics check. Compare the result to both the target's Reflex and Fortitude defenses. If the attack hits the target is pulled into the air and considered flat-footed, any may make only a single swift action during their turn. The target is lifted 10 feet into the air and remains there for 2 rounds, after which the target falls to the ground, taking falling damage as appropriate.
    The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
    Special: Shielded enemies cannot be pulled. You can spend an Action point to either reduce the target's size modifier by 5.

    Reave [detonator] [primer]
    You create a mass effect field surrounding an enemy to attack their nervous systems.
    As Corruption (TFU, p.86), except as noted:
    The power deals biotic damage. The target does not receive its size modifier as bonus to its Fortitude defense.
    In addition, the caster gains DR 10 for the duration of the power.

    Shockwave [detonator] [telekinetic]
    You send out a rippling wave in front of you to send your enemies flying.
    Time: Standard action. Target: 6 square line.
    Make a Use Biotics check. Compare the check to the Reflex defenses of every opponent in the area of effect. If the attack hits, the enemies take 6d6 biotic damage. If not, they take half damage.
    Special: Shielded enemies treat the damage taken as normal when determining threshold damage. You can spend an Action point to extend the line of effect by 4 squares.

    Singularity [primer]
    You rip a warp in the space-time continuum, creating a gravity well akin to a black hole.
    Time: Full-round action. Target: One 3x3 area.
    Make a Use Biotics check. Compare the result to the Fortitude defenses of all enemies inside the area. If the attack hits, the target is affected by Pull for the duration of the Singularity. The Singularity lasts for 3 rounds and can hold only a certain amount of enemies at a time, based on the result of the Use Biotics check.
    DC 20: 1 targets.
    DC 25: 2 targets.
    DC 30: 3 targets.
    If a target dies while being affected by Singularity, another target may be affected. Use the original result to determine the effect.
    The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
    Special: Shielded enemies cannot be pulled. You can spend an Action point to increase the size of the area to 4x4 squares.

    Slam [detonator] [telekinetic]
    You throw an enemy into the air, then slam them down with great force.
    Time: Standard action. Target: One enemy in 12 squares and in line of sight.
    Make a Use Biotics check. If the result is higher than the Fortitude defense of the target, the target flies directly upwards into the air before being slammed down into the ground and knocked prone. The target takes 6d6 kinetic damage and moves 1 step down the condition track. The target does not take any additional falling damage.
    The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
    Special: Shielded enemies do not move down the condition track unles the damage from the ability breaks the shield. You can spend an Action point to increase the damage by 2d6 and move the target an additional step down the condition track.

    Smash [detonator] [telekinetic]
    As Force Slam (Core. P.97), except as noted:
    The power deals biotic damage.

    Stasis [telekinetic]
    You create a solid mass effect field around an opponent, halting their movements.
    Time: Standard action. Target: One enemy within 6 squares and in line of sight.
    Make a Use Biotics check. If the result is higher than the target's Will defense, the target is temporarily considered helpless. The target is aware of its surroundings, but can take only purely mental actions. The target also gains a DR of 15 for the duration of the Stasis. The duration is determined by the caster's Use Biotics check.
    DC 15: Lasts 1 rounds.
    DC 20: Lasts 2 rounds.
    DC 25: Lasts 3 rounds.
    DC 30: Lasts 4 rounds.
    The target adds its size modifier to its Will defense: Colossal, +25; Gargantuan, +20; Huge, +15; Large, +10; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
    Special: You can spend an Action point to extend the Stasis's effect to an additional target adjacent to the target.

    Throw [detonator] [telekinetic]
    As Force Thrust (Core, P 98), except as noted:
    The power deals kinetic damage.
    Special: Shielded enemies cannot be thrown.

    Warp [detonator] [primer]
    You create a rapidly shifting mass effect field to tear your opponent apart.
    Time: Standard action. Target: One enemy in 12 squares and in line of sight.
    Make a Use Biotics check. If the result of the check is higher than the target's Reflex defense, the target takes 6d6 biotic damage, and its DR is reduced based on the result of the check until the end of the user's next turn.
    DC 15: DR is reduced by 5.
    DC 25: DR is reduced by 10.
    DC 35: DR is reduced by 15.
    Special: Shielded enemies do not have their DR reduced. You can spend an Action point to increase the initial damage by 2d6 and move the target 1 step down the condition track.


    Conversion
    Some Force powers in the SWSE books can be used as is, though many need certain adjustments. Most powers deal biotic damage, though some deal kinetic. Other powers do not fit as biotic powers and have to be removed from the conversion or made into tech abilities. Below is a list of powers that are suited for the Mass Effect universe, as well as recharge times, detonators and source listings, among other things.
    For the sake of clarity, Smash, Reave and Throw are repeated here. The force powers used as a base for these abilities were similar enough in SWSE to be used with only slight modifications.
    Developer note: Biotic Explosions: As a general rule of thumb, powers that create persistent offensive effects work as sources, and single target instantaneous powers that are offensive work as detonating powers. This is for clarity if there are powers that have been overlooked. Consult your GM before jumping to conclusions.


    Powers that do not exist in the Mass Effect universe:
    Core rulebook
    Battle Strike, Dark Rage, Farseeing, Force Lightning, Sever Force, Stun, Vital Transfer
    Clone Wars Campaign Guide
    Cloak, Malacia, Phase, Shatterpoint, Technometry
    Jedi Academy Training Manual
    Blind, Convection, Crucitorn, Cryokinesis, Drain Energy, Force Light, Force Track, Hatred, Inspire, Intercept, Plant Surge
    Knights of the Old Republic Campaign Guide
    Energy Resistance, Force Scream, Kinetic Combat, Ionize, Valor
    Legacy Era Campaign Guide
    Combustion, Dark Transfer, Enlighten, Force Shield, Prescience
    The Force Unleashed Campaign Guide
    Force Shield, Force Storm, Kinetic Combat

    Force power to biotic power conversion
    Spoiler
    Show
    Core rulebook
    Disarm (prev. Force Disarm) [telekinetic]
    Special: Shielded enemies cannot be disarmed

    Grip (prev. Force Grip) [primer] [telekinetic]
    The power deals kinetic damage.
    Special: Shielded enemies cannot be gripped.

    Smash (prev. Force Slam) [detonator] [telekinetic]
    The power deals biotic damage.

    Mind Trick [mind-affecting]
    No change.

    Negate (prev. Negate Energy) [telekinesis]
    The power can be used against all types of physical attacks. The power cannot be used against biotic or tech powers.

    Rebuke
    No changes.

    Surge [telekinetic]
    No changes.

    Move Object [telekinetic]
    The power attacks the target's Fortitude defense instead of Will, and deals kinetic damage.
    Special: Shielded targets can be moved.

    Throw (prev. Force Thrust) [detonator] [telekinetic]
    The power deals kinetic damage.
    Special: Shielded enemies cannot be thrown.

    Clone Wars Campaign Guide
    Levitate [telekinetic]
    No changes.

    Morichro [mind-effecting]
    Special: Shielded targets can be targeted by Morichro.

    Jedi Academy Training Manual
    Biotic Storm (prev. Force Storm)
    The power deals biotic damage and creates an unstable mass effect field (instead of acid rain).

    Fold Space [telekinetic]
    Target: You
    The power does not allow the teleportation of other objects, only the caster. The distance is determined normally, but the sizes are ignored.

    Inertia [telekinetic]
    No changes.

    Memory Walk [mind-affecting]
    The power deals untyped damage.

    Mind Shard [mind-affecting]
    The power deals untyped damage.

    Thought Bomb [mind-affecting]
    The power deals untyped damage.

    Knights of the Old Republic Campaign Guide
    Fear [mind-affecting]
    No changes.

    Resist Biotics (prev. Resist Force)
    No changes.

    Slow [primer] [telekinetic]
    No changes.

    Whirlwind (prev. Force Whirlwind) [primer] [telekinetic]
    No changes.

    Wound [mind-affecting]
    The power deals untyped damage.

    Legacy Era Campaign Guide
    Detonate [detonator] [telekinetic]
    The power deals kinetic damage.
    Special: Detonate can only detonate Biotic Explosions if the unattended object targeted is affected by a priming Biotic Power.

    Obscure [mind-affecting]
    No changes.

    Pulse (prev. Lightning Burst)
    The power deals biotic damage.

    Stagger [detonator] [telekinetic]
    The power deals kinetic damage.

    The Force Unleashed Campaign Guide
    Blast (prev. Force Blast) [detonator] [telekinetic]
    The power deals kinetic damage.

    Reave (prev. Corruption) [detonator] [primer]
    You create a mass effect field surrounding an enemy to attack their nervous systems.
    The power deals biotic damage. The target does not receive its size modifier as bonus to its Fortitude defense.
    In addition, the caster gains DR 10 for the duration of the power.

    Repulse [telekinetic]
    No changes.


    Developer notes: Biotics and recharge times
    While Force powers in Star Wars Saga Edition are usable only once per encounter, I decided to try out a recharge mechanic for biotic powers. Biotics gain less powers and only a few readied ones, but have a recharge mechanic that allows them to use powers throughout an encounter.



    Biotic Talents
    Most Force talents in the Star Wars Saga Edition rulebooks translate into the Mass Effect universe very easily. However, some talents require editing to fit the different universe.

    As a general rule, the Sense, Dark Side, Light Side, Guardian Spirit talent trees are unavailable in Mass Effect Saga Edition. Furthermore, any effects that could be considered mind-affecting now belong to a special Ardat Yakshi talent tree, which is only available to the Ardat Yakshi. Consult your GM before picking talents that you believe might fit from the list of generally unavailable trees, as there is no full list of all available or unavailable talents (yet).

    New Biotic Talents:
    Power mastery: Choose a single biotic power. Once per encounter, you may recharge that power as a swift action.
    This talent can be taken multiple times, and can either be used to increase the amount of times you can recharge a power, or choose another power to recharge as a swift action.
    Biotic primer: You can prime Biotic Explosions.
    Biotic detonator: You can detonate Biotic Explosions.
    Self reliant detonator: You can detonate Biotic Explosions you set up yourself.
    Prerequisites: Biotic primer, Biotic detonator
    Synergy detonator: You can detonate tech explosions with biotic powers.
    Prerequisites: Biotic detonator


    Biotic Techniques & Secrets
    Biotic tecniques and secrets are both directly convertable from all Star Wars Sage Edition rulebooks, assuming the powers they affect still exist.

    Biotic Techniques:
    Spoiler
    Show
    Area Lash
    When you use the Lash power, you can change the time it takes to activate it to a full-round action and spend an Action point to target all creatures in a 3x3-square within range.

    Detonating Orbs
    Your orb attacks with the Biotic Orbs power can detonate biotic explosions, though the explosion deals 2d6 less damage than normal.

    Double Dash
    When you use the Biotic Dash power, you can change the time it takes to activate it to a full-round action and spend an action point to use it a second time as a free action after the first one is resolved.

    Double Pull
    When you use the Pull power, you can choose to target two separate targets within 6 squares of each other with a -5 penalty to your Use Biotics result.

    Draining Field
    When you use the Annihilation Field power, all damage the power deals to shields and barriers recharges your shields or barriers by half that amount.

    Enlarged Slash
    When you use the Biotic Slash power, you can change the time it takes to activate it to a full-round action. If you do so, increase the size of the power's effect by 1.

    Explosive Flare
    When you use the Flare power, you can spend an Action point to deal explosive and biotic damage, and you increase the size of the effect by 1 square.

    Impeding Channel
    when you use the Dark Channel power, the target enemy is also slowed, reducing its movement speed by 2 squares (up to a minimum of 1).

    Improved Stasis
    When you use the Stasis power, the target enemy does not gain temporary DR for the duration of the effect.

    Incapacitating Slam
    When you use the Slam power, if the target moves down the condition track it is unable to take actions during the next round and is considered flat-footed for that round.

    Lifting Shockwave
    When you use the Shockwave power, unshielded targets damaged by the power are affected by the Pull power for one round if your Use Biotics result exceeds their Fortitude defense. The target adds its size modifier to its Fortitude defense: Colossal, +20; Gargantuan, +15; Huge, +10; Large, +5; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.

    Lingering Protector
    When you use the Biotic Protector power, all allies within the barrier gain its Barrier Strength for 2 rounds after the effect ends, whether they move away from the barrier or because the barrier ends. This Barrier Strength stacks with shields and other barriers.

    Nova Conservation
    When you use the Nova power, you may choose to use only half your current barriers to fuel the attack. However, doing so halves the bonus damage dealt.

    Nova Recharge
    Once per encounter when you use the Nova power, you may recharge a single depleted Biotic power as a free action.

    Piercing Warp
    When you use the Warp power, it deals normal damage to shielded enemies, and 50% more damage to target's with barriers. This bonus damage does not carry through to the target's hit points.

    Reactionary Dark Sphere
    When you use the Dark Sphere power, you can detonate the sphere as a reaction. If you do so, you must use an Action point when detonating the power.

    Rejuvenating Focus
    When you use the Biotic Focus power, you can change the time it takes to activate the power to a move action. If you do so, you replenish 10 shields or barriers at the beginning of your turn for the duration of the effect.

    Replenishing Charge
    When you use the Biotic Charge power, you recharge your barriers for the full amount of your Use Biotics result instead of half.

    Singularity Detonation
    When a Singularity effect you have created ends, it explodes in a burst of biotic energy, dealing 4d6 damage to each enemy in the area, dealing half damage if the original Use Biotics result is less than the target's Reflex defense. This effect does not stack with a Biotic Explosion, and happens only if the Singularity ends on its own.

    Vitalizing Reave
    When you use the Reave power, you can spend an Action point to regain hit points for half the damage you deal with Reave. This healing comes from each opponent damaged and each turn it deals damage.

    Warping Sphere
    When you use the Biotic Sphere power, enemies which start their turn inside or enter your Biotic Sphere take 2d6 biotic damage. The Biotic Sphere can be used to prime Biotic Explosions.
    Last edited by Actana; 2014-02-21 at 02:08 PM.

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    Default Re: Mass Effect Saga Edition

    Chapter 6:
    Tech

    Omni-tools
    Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance.
    The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
    Omni-tools are standard issue for soldiers and first-in colonists and have a wide variety of uses, but the most common use for them in combat are tech modules, installable programs that produce specific results with minimal input from the user. The inbuilt fabricator in the omnitool creates most of the necessary accessories and provides the energy needed. VI-computers calculate the required effort and take into consideration external elements, such as atmosphere or weather conditions, and adapt accordingly. A person with a biotic amp can also use their omni-tool to align their amp to use specific biotic powers.
    A standard omni-tool has space for biotic powers and tech modules equal to 2 + the wielder's wisdom modifier. In addition, omni-tools provide the wearer, in conjunction with the worn armor, with kinetic barriers, or shields (See: armor).

    New skill use:
    Use Computer (int)
    Activate tech module (trained only): You make a Use Computer check to use a Tech module. This use of the skill requires no action.
    Activate static tech module: You activate a static tech module. This use of the skill requires no action.

    Using tech modules
    Only characters training in Use Computers can use most tech modules. If undisturbed, a character may take 10 on a Use Computer check to activate a module. Some modules do not require a Use Computer check, such as Adrenaline Rush or ammo modules; these modules can be used even if the character isn't trained in Use Computer.
    Each module has a predetermined recharge time. Once a character has used a tech module, they cannot activate the same module until the recharge time has passed. A module with the [persistent] keyword begins its recharge only once the module's effect ends. A single omni-tool cannot sustain more than one persistent effect, such as Flamer or Tactical Cloak.

    New keywords
    Four new keywords are introduced for tech modules: [ammo], [armor], [familiar] and [persistent]. A character may have only a single module of each keyword active at any given time. In addition, the [primer] and [detonator] keywords also appear.
    [Ammo] modules modify the output of the gun the character is wielding to fire different types of ammo. Each ammo type has its own benefits and penalties. A character can only benefit from a single ammo module at any given time. Only weapons that deal kinetic damage can benefit from ammo powers.
    [Armor] modules form a field of protective holographic armor surrounding the user, which increase defensive or offensive capabilities. Armor modules last indefinitely, but some of them can be detonated as a swift action, granting various bonuses. Detonating an armor module ends the regular effect immediately and does not include a recharge period. While an [armor] module is active, all recharge times are increased by 1 round.
    [Familiar] modules create autonomous drones and turrets made from mass effect fields. They can be upgraded for both defense and offense. See the Combat Familiars section for more information on upgrades and statistics.
    [Persistent] modules apply some longer lasting effect on the character or their omni-tool, such as activating a flamethrower or a cloaking device. Persistent modules do not apply their recharge immediately; once the module's effect ends the listed recharge period begins. A character may activate another module from the same omni-tool during a persistent effect, but the persistent module then ends immediately and begins its recharge period.

    Tech explosions
    Tech modules can prime and detonate tech explosions similarly to biotic explosions, but the exact explosion depends on what module was used to prime the explosion.
    There are three types of tech explosions: fire, cryo and tech explosions. Each have their own set of priming modules, marked in the keyword. Any module with the detonator keyword can detonate a tech explosion, regardless of damage type. However, the primer and detonator cannot be the same ability. Biotic powers can detonate tech explosions with the right talent, but tech modules can never detonate biotic explosions.
    If a module marked with [primer] does not have a duration listed for an effect, the duration is 1 round. Once a tech explosion is detonated, any effect the primed ability had ends immediately.
    Tech explosions do not require any additional talents to be able to prime. However, they still require a talent to detonate, and are less effective.
    Targets on fire (SWSE core rulebook, page 255) can be used to prime fire explosions. Once detonated, the priming condition ends. If the target has multiple powers active, use the newest priming condition as the primer.
    When you detonate a tech explosion, compare the Use Computer or Biotics result used to detonate the power to the Reflex defense to the target and each adjacent creature to it. If the attack hits, they take full damage and the ongoing effect, with half damage on a miss with no ongoing effect. These ongoing effects cannot ever be used to prime more explosions.
    Cryo explosion: 4d6 fire damage to target and all adjacent creatures. On a hit, reduces any DR the target has by 5 for 1 round.
    Fire explosion: 6d6 fire damage to target and 4d6 fire damage to all adjacent creatures. On a hit, deals 1d6 fire damage to target after 1 round.
    Tech explosion: 4d6 electric damage to target and all adjacent creatures.
    Unlike biotic explosions, tech explosion damage does not scale with level.

    New talent tree:
    Tech Expert
    This talent tree is available to the Improviser, Infiltrator, Medic, Military Engineer and Saboteur prestige classes.
    Dual omni-tool: You can use tech modules from two omni-tools at a time. You are still limited to a single [armor] and [ammo] module at a time, but you can have two different [persistent] or [familiar] modules active at a time.
    Familiar expertise: You may choose an additional upgrade for any familiar you have.
    Tech armor mastery: You no longer take a penalty to recharge times while you have an active [armor] module.
    Prerequisites: Tech mastery with an [armor] power.
    Tech mastery: Choose a number of tech modules equal to your Intelligence modifier. Reduce the recharge times of those modules by 1 round. You can take this talent multiple times, and must choose different modules each time.
    Tech detonator: You can detonate tech explosions.
    Ammo mastery: Your Incendiary, Cryo and Disruptor Round powers now prime Fire, Cryo and Tech explosions, respectively. In addition, your ammo powers can affect weapons that have a damage type other than Kinetic.
    Prerequisite: Tech detonator
    Melee tech: You can apply your ammo powers to any melee weapon you wield.


    List of tech modules:
    Spoiler
    Show
    AI hacking [primer: tech]
    Time: Standard action Target: One synthetic enemy in 12 squares Recharge: 4 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Will defense. If the attack hits, the target turns friendly for 1 round. For every 5 points you beat the target's Will defense, the effect lasts 1 additional round. The target will obey your commands without hesitation, and in combat will defend you and your allies with its life.
    Special: Targets affected by AI Hacking gain a stacking +5 to their Will defense to resist subsequent attempts each time they are targeted by AI Hacking during an encounter. You can spend an Action point to increase the duration of AI Hacking by 3 rounds.

    Ballistic Blades
    Time: Standard action Target: One enemy within 4 squares, or a 2 square wide cone. Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 6d6 damage. You may also choose to attack all targets within 2 squares, dealing 4d6 damage to all targets. Treat both attacks as a scatter attack with a range increment of 2. Targets take half damage on a miss.
    Special: You can spend an Action point to deal 2d6 untyped damage each round for 2 rounds against all targets hit by the ability.

    Carnage [primer: fire] [detonator]
    Time: Standard action Target: One enemy in 8 squares Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 4d6 explosive damage. On the next round on your turn, the target takes 2d6 fire damage.
    Special: You can spend an Action point to deal an extra 2d6 fire damage on impact to the target and all adjacent enemies.

    Combat Drone [familiar]
    Time: Standard action Target: One unoccupied square in 6 squares Recharge: 3 rounds
    Make a Use Computer check. You create your personal Combat Drone for an amount of rounds based on your Use Computer check.
    DC 20: 4 rounds.
    DC 25: 5 rounds.
    DC 30: 6 rounds.
    Special: You can spend an Action point to double the base Shield Rating of your Combat Drone.

    Concussive Shot [detonator]
    Time: Move action Target: One enemy in 8 squares Recharge: 2 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 2d6 kinetic damage. If the result also exceeds the target's Fortitude defense, the target is pushed 1 square and knocked prone.
    Special: Concussive shot ignores BS and SS. You can spend an Action point to push the target 2 additional squares and move it -1 step along the condition track.

    Cryo Blast [primer: cryo]
    Time: Standard action Target: One enemy in 12 squares Recharge: 2 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 4d4 cold damage and is limited to two actions per round and has its DR reduced by 10. If the result exceeds the target's Fortitude defense by 10, the target is limited to a single action per turn and has its DR reduced by 15.
    The effect lasts for 2 rounds.
    Special: You can spend an Action point to move the target -1 step along the condition track.

    Damping
    Time: Standard action Target: One enemy in 12 squares Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Will defense. If the attack hits, any biotic powers or tech modules the target has cannot be used for 1 round. For every 5 points your result beats the target's Will defense, add 1 additional round to the effect, up to a maximum of 4.
    Special: You can spend an Action point to add 2 rounds of duration to the effect.

    Decoy [familiar]
    Time: Move action Target: One unoccupied square in 6 squares Recharge: 3 rounds
    Make a Use Computer check. You create a holographic decoy of yourself nearby. Enemies must succeed on a Perception check with a DC equal to your Use Computer result to notice it's a decoy. The decoy cannot attack or move and only mimics your actions. It has shields equal to double your Use Computer check and a Reflex defense of 10. Once its shield is depleted, the Decoy ends.
    Enemies who see the decoy being created recognize it as a decoy immediately. Enemies within 2 squares gain +5 to their Perception check and enemies adjacent gain +10 to their Perception check to recognize the decoy.
    Special: You can spend an Action point to further double the shields of the decoy.

    Defense Drone [familiar]
    Time: Standard action Target: You Recharge: 2 rounds.
    Make a Use Computer check. You create your own personal Defense Drone for an amount of rounds based on your Use Computers check.
    DC 15: 6 rounds.
    DC 20: 8 rounds.
    DC 25: 10 rounds.
    Special: You can spend an Action point to double the base Shield Rating and Shield Strength of the defense drone.

    Electric Slash [detonator]
    Time: Standard action Target: 3-square cone Recharge: 3 rounds.
    Make a Use Computer check. Make one roll and compare the result to the targets' Reflex defense. If the attack hits, the target takes 4d8 electric damage, with half damage on a miss.
    Electric Slash ignores cover and improved cover, but does not ignore total cover.
    Special: You can spend an Action point to increase the damage by 2d8.

    Energy Drain [primer: tech] [detonator]
    Time: Standard action Target: One shielded or synthetic enemy within 12 squares. Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare it to the target's Will defense. If the attack is a hit, the target takes damage based on your Use Computer check. You immediately restore shields or barriers equal to half of the damage dealt.
    DC 15: 4d6 ion damage.
    DC 20: 5d6 ion damage.
    DC 25: 6d6 ion damage.
    DC 30: 8d6 ion damage.
    Special: You can spend an Action point to deal the listed damage to every enemy in a 2-square radius.
    Energy Drain can detonate tech explosions only on shielded or synthetic enemies.

    Flamer [persistent] [primer: fire]
    Time: Move action Target: All enemeies in a 3-square cone Recharge: 3 rounds
    Make a Use Computer check. You activate a flamethrower in your omni-tool. Each round, you can use a standard action to attack all enemies within a 3-square cone of you. The attack is an area attack that deals 3d10 fire damage and lasts for a number of rounds based on your Use computer check:
    DC 15: 2 rounds
    DC 20: 4 rounds
    DC 25: 6 rounds
    You may prematurely shut off the flamethrower before the duration is over. If you do so, reduce the recharge time by 1.
    Special: You can spend an Action point to increase the flamethrower's damage by +1d10.
    An omni-tool using Flamer may be used as a weapon while dual wielding. Treat the omni-tool as a medium weapon to determine dual wield penalties.
    Targets who take full damage from the flamethrower may be used to prime fire explosions.

    Hex Shield [persistent]
    Time: Standard action Target: One square adjacent to you. Recharge: 4 rounds.
    Make a Use Computer check. You create an energy shield that blocks incoming fire. It has a Shield Rating equal to your Use Computer check and Shield Strength equal to half your heroic level. The shield acts as Improved Cover against all attacks including your own, but does not block line of sight. If an attack against a target with cover granted by Hex Shield misses, the Hex Shield takes the entire damage of the attack, even if it would normally deal half damage. While Hex Shield occupies a square, it can be moved through. A creature in the shield's square does not gain any benefits.
    Melee attacks are unaffected by Hex Shield.
    Special: You can spend an Action point to create two smaller Hex Shields adjacent to the original shield. These shields provide Cover (instead of Improved Cover), and use the Hex Shield's Shield Rating and Strength as a collective pool of shields.

    Homing Grenade [detonator]
    Time: Standard action Target: One enemy in 8 squares Recharge: 1 round
    Make a Use Computer check. You create a layer of explosive material over your grenade and fire it towards the enemy. Compare the result of the Use Computer check to the enemy's Reflex defense. If the attack hits, the target takes the base grenade's effects and an extra 2d8 explosive damage.
    You must have a grenade of any type to use Homing Grenade, and the grenade is consumed in the process.
    Special: You can spend an Action point to fire an additional grenade against the same or another target. If you do so, make a separate Use Computer check for each grenade, and they deal only 1d8 extra explosive damage.

    Incinerate [primer: fire] [detonator]
    Time: Move action Target: One enemy in 12 squares Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 6d6 fire damage. If the damage exceeds the target's Damage Threshold, it is set on fire.
    Special: You can spend an Action point to increase the damage dealt by +2d6 and automatically succeed on setting the target on fire.

    Neural Shock
    Time: Standard action Target: One organic enemy in 6 squares Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Will defense. If the attack hits, the target moves -1 step along the condition track. For every 5 points by which you exceed the target's Will defense, the target moves an additional -1 step along the condition track.
    Special: You can spend an Action point to move the target an additional -1 step along the condition track.

    Overload [primer: tech] [detonator]
    Time: Standard action Target: One enemy or unattended object in 12 squares Recharge: 2 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 4d8 electric damage. Organic enemies takes half damage to their hitpoints if their shields are depleted. Shields, barriers and synthetic enemies take full damage.
    Special: You can spend an Action point to deal half damage to an additional target within 4 squares or the original target.

    Proximity Mine [detonator]
    Time: Standard action Target: One square within 10 squares. Recharge: 3 rounds
    Make a Use Computer check. You create a proximity mine into a square within range. When an enemy moves into the square of the mine, compare your Use Computer check to the Reflex defense of the target and creatures adjacent to it. If the attack hits, the target takes 4d6 explosive damage, with half damage on a miss. Enemies adjacent to the target take half damage on a hit, and no damage on a miss.
    Enemies may make an opposed Perception check against your Use Computer result to notice the proximity mine.
    Special: You can spend an Action point to move the target -1 square down the condition track.
    You can directly attack an enemy with Proximity Mine. If so, treat the power as a ranged attack and resolve the damage as normal.
    You can only have one proximity mine in effect at a time. If you fire another mine, the previous one explodes harmlessly.

    Recon Mine
    Time: Standard action Target: One square within 10 squares. Recharge: 4 rounds.
    Make a Use Computer check. You create a recon mine into a square within range. One round after being deployed, the recon mine digitally paints every enemy within 3 squares of it. Allies attacking those targets ignore any concealment and total concealment they might have, and automatically succeed in Perception checks against the targets.
    After the mine has deployed you may use a swift action to detonate the recon mine. If you do so, make a Use Computer check and compare it to the Reflex defense of all creatures in a 3x3 square centered on the mine. If the attack hits, it deals 6d8 explosive damage, with half damage on a miss. The painting effect ends immediately when the mine is detonated.
    Enemies may make an opposed Perception check against your Use Computer result to notice the recon mine.
    Special: You can spend an action point to increase the size of both the painting and detonation by 1.
    You can only have one recon mine in effect at a time. If you fire another mine, the previous one explodes harmlessly.

    Sabotage [primer: tech]
    Time: Standard action Target: One enemy in 12 squares Recharge: 3 rounds
    Make a Use Computer check: Make one roll and compare it to the target's Will defense. If the attack hits, the weapon the target is using overheats and cannot be used for 2 rounds.
    If your attack beats the target's Will defense by 5, the target takes a -2 penalty to hit for 5 rounds.
    If your attack beats the target's Will defense by 10, the target's maximum Shield Rating is halved for 2 rounds. After 2 rounds, shields can be restored to their normal maximum as usual.
    Sabotage deals 4d6 damage to unshielded synthetic enemies on a hit.
    Special: You can spend an Action point to target a 2-square radius within 12 squares, affecting every enemy in it.

    Shadow Strike [persistent]
    Time: Full-round action Target: You Recharge: 4 rounds
    Make a Use Computer check. You gain total concealment until the end of your turn and move up to double your speed. If you stop adjacent to an enemy, you may make a melee attack against the enemy, and deal bonus damage based on your Use Computer result.
    DC 20: +2d6 damage.
    DC 25: +3d6 damage.
    DC 30: +4d6 damage.
    DC 35: +5d6 damage.
    The attacked enemy makes an opposed Perception check against your Use Computer check. If the enemy wins, you do not gain the bonus damage.
    After attacking, you may move up to half your speed.
    Special: You can spend an Action point to move back to your original position after attacking, whether you hit or not.

    Shield Boost
    Time: Move action Target: 3x3-square area, centered around you Recharge: 3 rounds
    Make a Use Computer check. You restore shields and barriers to each ally within the area equal to half your Use Computer result.
    You restore barriers to allies only if they have currently active barriers. Shield Boost cannot increase shields or barriers over their maximum normal amount.
    Special: You can spend an Action point to use Shield Boost as a Reaction.

    Siege Pulse [detonator] [persistent]
    Time: Full-round Target: You Recharge: 4 rounds
    Make a Use Computer check. You create an amount of energy charges stored in your omni-tool.
    DC 20: 1 charge.
    DC 25: 2 charges.
    DC 30: 3 charges.
    DC 35: 4 charges.
    While you have charges, you may use two swift actions to fire a single charge at an enemy within 12 squares. Treat this as a ranged attack modified by your Intelligence modifier. Each charge deals 3d8 energy damage. If the target is unshielded and the attack exceeds the target's Fortitude defense, it is also knocked prone.
    While Siege Pulse is active, you gain DR 1/- for every active charge. This damage reduction stacks with other sources. The charges last for 5 rounds.
    Special: You can spend an Action point to create 1 additional charge.

    Snap Freeze [primer: cryo]
    Time: Move action Target: All enemies in a 3-square cone Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the targets' Reflex and Fortitude defenses. If the attack hits both, the targets are immobilized and may take only one swift action during their turn.
    The effect lasts for 1 round.
    Special: You can spend an Action point to extend the effect for 1 additional round.

    Sentry Turret [familiar]
    Time: Standard action Target: One unoccupied square in 6 squares Recharge: 3 rounds
    Make a Use Computer check. You create your personal stationary Sentry Turret for an amount of rounds based on your Use Computer check.
    DC 15: 4 rounds.
    DC 20: 5 rounds.
    DC 25: 6 rounds.
    Special: You can spend an Action point to grant the turret a +3 to all attack rolls and half your heroic level on all damage rolls.

    Submission Net [primer: tech]
    Time: Standard action Target: One enemy in 6 squares Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 3d6 electric damage at the start of their round for the duration of the effect. In addition, if the result also exceeds the target's Fortitude defense, the target is immobilized for the duration of the effect. The target adds its size modifier to its Fortitude defense: Colossal, +40; Gargantuan, +25; Huge, +15; Large, +10; Medium, +0; Small, -5; Tiny, -10; Diminutive, -15; Fine, -20.
    The effect lasts 3 rounds.
    Special: You can spend an Action point to change the damage type to another of your choosing (the module primes fire or cryo explosions if fire or cold damage is chosen, otherwise it primes tech explosions).

    Tactical Cloak [persistent]
    Time: Standard action Target: You Recharge: 3 rounds
    Make a Use Computer check. The result of the check determines the effect, if any:
    DC 20: You are considered to have total concealment against all targets until the beginning of your next turn.
    DC 25: As DC20, and you gain a +2 tech bonus to Stealth checks until the beginning of your next turn.
    DC 30: As DC15, and you gain a +5 tech bonus to Stealth checks until the beginning of your next turn.
    Special: You can maintain the effect from round to round, extending the normal duration. Maintaining the effect is a move action, and you must make a new Use Computer check each round. If you take damage while maintaining the effect, you must succeed on a Use Computer check (DC = 10 + damage taken) or the effect ends. If you attack when cloaked, the effect ends at the end of your turn.
    You can spend an Action point to be able to maintain the effect with a swift action each round.

    Tactical Scan
    Time: Move action Target: One enemy in 12 squares Recharge: 3 rounds
    Make a Use Computer check. Make one roll and compare it to the target's Will defense. If the attack hits, the result of the check determines the effect:
    Hit: You reveal weaknesses in the target as well as digitally painting its location. The target cannot benefit from concealment and all allies gain +2 tech bonus to attack rolls against it
    If you exceeded the target's Will defense by 5, you gain an additional effect: Allies ignore up to 5 points of damage reduction the target has.
    If you exceeded the target's Will defense by 10, you gain an additional effect: The critical threat range of allies' attacks increases by one (for example, from 20 to 19-20).
    The effect lasts for 3 rounds or until the target is dead, whichever comes first. You count as your own ally for purposes of this effect.
    Special: You can spend an Action point to increase the attack bonus to +5 and grant a +5 tech bonus to damage for allies.


    Static Tech Modules
    Static tech modules do not require the use of the Use Computer skill. They have static effects which do not depend on the character's skills. Certain effects, however, may be upgraded with talents. They still take a module slot in an omni-tool.

    List of static tech modules:
    Spoiler
    Show
    Adrenaline Rush [persistent]
    Time: Move action Target: You Recharge: 3 rounds
    Effect: For 2 rounds, you gain a +2 tech bonus to Dexterity, a +4 tech bonus on damage rolls and the time required to use the Aim action is reduced by 1 swift action. When you activate Adrenaline Rush you may reload your weapon as a free action.
    Special: You can spend an Action point to restore your shields to full as a free action when you use Adrenaline Rush. You may not have Adrenaline Rush and Marksman active at the same time.

    Armor-piercing rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon attacks ignore up to 10 points of DR or AR.

    Blade Armor [armor]
    Time: Standard action Target: You Recharge: 3 rounds
    Effect: You gain 5/- DR and deal +2d6 piercing and slashing damage on unarmed strikes and successful grab attacks:
    In addition, each enemy that attacks you with a melee attack or tries to grab you takes 2d6 piercing and slashing damage.
    Special: You can spend an Action point to increase the DR granted by 5 for the duration of the encounter.

    Cryo rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon deals cold damage. If your weapon attacks exceed both the target's Reflex and Fortitude defenses, their movement speed is reduced by 3 and their DR is reduced by 2. This effect lasts for 2 rounds and does not stack with other similar effects. If the attack exceeds the target's Fortitude defense by 10 and is unshielded, the target is frozen and may take only a single action per turn for the duration of the effect.

    Defense Matrix [armor]
    Time: Standard action Target: You Recharge: 3 rounds
    Effect: You gain a +15 tech bonus to Shield Rating a +5 tech bonus to Shield Strength.
    Special: You can detonate an active Defense Matrix as a reaction to restore your shields to full strength without the bonus shields conferred by Defense Matrix. Doing so ends the effects of Defense Matrix. You can spend an Action point to increase the bonus Shield Strength by +5 for the duration of the encounter.

    Disruptor rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon deals electric damage. In addition, an enemy affected by Disruptor rounds cannot recharge their shields or barriers for 2 rounds.

    Drill rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon attacks ignore up to 5 points of the target's damage reduction and ignores up to 1 square of cover entirely. You still require line of sight to fire effectively.

    Explosive rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon deals explosive damage. If your weapon attacks exceed the target's Fortitude defense, one round after hitting you deal 1 explosive damage per damage dice dealt to the enemy. This damage bypasses shields.

    Fortification [armor]
    Time: Standard action Target: You Recharge: 3 rounds
    Effect: You gain DR5/- and a +2 tech bonus to your Reflex and Fortitude defenses.
    Special: You can detonate an active Fortification module with a swift action to gain +4d6 damage to melee attacks for 1 round. Doing so ends the Fortification effect. You can spend an Action point to increase the tech bonus to Reflex and Fortitude by +2 for the duration of the encounter.

    Incendiary rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon deals fire damage. If your weapon attacks exceed both the target's Reflex and Fortitude defense, they take 1d6 fire damage on the beginning of their next turn and on their turn after that. The effect stacks up to three times from different attacks, but each individual effect has it's own duration (so a continuous stream of incendiary ammo is needed to keep the 3d6/round up). The effect lasts for 2 rounds.

    Marksman [persistent]
    Time: Move action Target: You Recharge: 3 rounds
    Effect: For 2 rounds, you gain a +3 tech bonus to attack rolls and reduce the penalty for the autofire, burst fire, double and triple attack actions by -2 (to a minimum of 0). When you activate Marksman you may reload your weapon as a free action.
    Special: You can spend an Action point to increase your critical threat range with all ranged weapons by 1 for the duration of the effect. You may not have Adrenaline Rush and Marksman active at the same time.

    Phasic rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon deals energy damage. Your weapon attacks ignore Shield Gate and up to 5 points of Shield Strength and Barrier Strength.

    Tech Armor [armor]
    Time: Standard action Target: You Recharge: 2 rounds
    Effect: You create a layer of armor around you, gaining a +2 tech bonus to Reflex defense and +10 tech bonus to Shield Rating.
    Special: You can detonate an active Tech Armor as a swift action to deal 4d6 explosive damage to all adjacent enemies. Doing so ends the Tech Armor effect. You can spend an Action point to increase the bonus Shield Rating by +10 for the duration of the encounter.

    Warp rounds [ammo]
    Time: Move action Target: You Recharge: 1 round
    Effect: Your weapon deals biotic damage. Your weapon attacks deal +1 biotic damage per dice to targets primed by biotic powers, and ignores up to 5 of the SR and BR of such targets.


    Combat Familiars
    Familiars are granted by tech abilities, and all follow a specific set of rules unless otherwise specified. Once deployed, they act on their owner's initiative count, taking their first round after the round when it was deployed. A familiar's attack uses the owner's base attack bonus and Intelligence modifier. They do not gain bonus damage from the owner's heroic levels. All drone attacks and activated abilities are standard actions and target the Reflex defense unless stated otherwise. Each familiar has a standard and move action to use each round, even though they might not be able to move.

    Tech familiars can be customized. Customization options are chosen when the tech modules are equipped, and can be changed by adjusting the omni-tool for 1 minute.

    Combat Drone
    A combat drone is a spherical tech drone that autonomously seeks out enemies, drawing fire and acting as a distraction as well as dealing damage.
    Spoiler
    Show

    A standard combat drone has the following statistics:
    • Defenses are equal to the owner's defenses -5.
    • 40 shield rating with a shield strength of 5.
    • A shock attack that deals 3d6 electric damage to a single target with a range of 6.
    • A hover speed of 3.

    In addition, each combat drone can have a number of upgrades equal to the owner's Intelligence modifier. The possible upgrades are:
    • Hardening: +10 shield rating and +5 shield strength. May be taken multiple times.
    • Regeneration: Regenerate 10 shields per turn, regardless of whether or not it took damage in the previous round.
    • Increased Defenses: Increase drone defenses by 5.
    • Rocket Pod: A rocket launcher attack that deals 4d6 explosive damage to a single target with a range of 10. This ability has a recharge of 1 round.
    • Flamethrower: A flamethrower area attack that deals 3d6 fire damage in a 3-square cone. This ability has a recharge of 2 rounds.
    • Detonation: A detonating area attack that triggers when the drone is destroyed, dealing 4d6 explosive damage to all adjacent creatures.
    • Chain Shock Upgrade: Upgrade the shock to a chain shock that deals 3d6 electric damage with a range of 6 squares to the primary target and 2d6 electric damage to two additional targets within 3 squares of the original.
    • High Voltage: Increase the damage of the basic shock attack by +1d6. May be taken multiple times.
    • Energy Converter: Change the damage type of the shock attack into another type.
    • Thrust Upgrade: +3 increase to hover speed. May be taken multiple times.
    • Restoration Module: The ability to restore 10 shields to all allies within 2 squares of the drone. This ability has a recharge of 2 rounds.


    • Widen Restoration: Increases the area of the Restoration module by 1.
    • Improved Restoration: Increase the amount of shields restored by Restoration Module by 5. May be taken multiple times.

    Defense Drone
    A defense drone is similar to the combat drone, but it hovers around its owner, attacking enemies who get too close. A defense drone cannot be attacked, but any damage dealt to the owner will be transferred to the drone first.
    Spoiler
    Show
    A standard defense drone has the following statistics:
    • 20 shield rating with a shield strength of 5.
    • A shock attack that deals 3d6 electric damage to a single target within 3 squares of the owner. The attack activates as a reaction once per round to the first enemy that enters its radius.
    • A deterrent field area attack that deals 2d6 electric damage to all enemies within 2 squares of the owner. Targets Fortitude. The deterrent field can be activated by the owner as a free action on their turn.

    In addition, each combat drone can have a number of upgrades equal to the owner's Intelligence modifier. The possible upgrades are:
    • Hardening: +10 shield rating.
    • Strengthening: +5 shield strength.
    • Regeneration: Recharges 10 shields per turn, but must not have taken damage in the previous round.
    • Bullet Deflector: A deflection field which grants the owner a +2 tech bonus to Reflex defense.
    • Stabilizer: A deflection field which grants the owner a +2 tech bonus to Fortitude defense.
    • Mental Defense Screen: A deflection field which grants the owner a +2 tech bonus to Will defense.
    • Concussive Blast: A concussive attack that triggers when the owner is attacked in melee. Targets Fortitude. If it hits the attacker is knocked prone and the attack takes a -5 penalty.
    • Chain Shock Upgrade: Upgrade the shock to a chain shock that deals 3d6 electric damage with a range of 6 squares to the primary target and 2d6 electric damage to two additional targets within 3 squares of the original. Can only be used once per round.
    • Capacity Increase: An additional use of the shock attack per round. May be taken multiple times.
    • High Voltage: Increase the damage of both shock and deterrent field by +1d6.
    • Energy Converter: Change the damage type of the shock and deterrent field into another type.
    • Detonation: A detonating area attack that triggers when the drone is destroyed, dealing 4d6 explosive damage to all adjacent creatures (but not the owner).


    Sentry Turret
    A sentry turret is a small stationary arms platform which attacks enemies autonomously.
    Spoiler
    Show
    A standard sentry turret has the following statistics:
    • Defenses equal to the owner's defenses -5.
    • 30 shield rating with a shield strength of 10.
    • A turret attack that deals 3d6 kinetic damage to a single target at a range of 8.

    In addition, each sentry turret can have a number of upgrades equal to the owner's Intelligence modifier. The possible upgrades are:
    • Hardening: +10 Shield Rating and +5 Shield Strength. May be taken multiple times.
    • Regeneration: Regenerate 10 shields per turn, regardless of whether or not it took damage in the previous round.
    • Increased Defenses: Increase turret defenses by 5.
    • Rocket Pod: A rocket launcher attack that deals 4d6 explosive damage to a single target with a range of 10. This ability has a recharge of 1 round.
    • Flamethrower: A flamethrower area attack that deals 4d6 fire damage in a 3-square cone. This ability has a recharge of 2 rounds.
    • Shock Aura: An area shock attack that deals 2d6 damage to each enemy within 2 squares of the turret. Targets Fortitude.
    • Autofire Upgrade: Upgrades the basic turret attack into an autofire turret, which does area attacks with autofire.
    • Burst Upgrade: Grants the turret the Burst Fire feat.
    • Dual Barrel: Gives the sentry turret an additional gun, allowing the turret to use the Double Attack feat.
    • Increased Damage: Increase the damage of all attacks by +1d6.
    • Barrel Extension: Increase the damage of the turret attack by +1d6. Requires Increased Damage.
    • Ammo Canister: Apply a single ammo type to the turret. If Cryo, Disruptor or Incendiary ammo is chosen, the turret can prime tech explosions as per the ammo type.
    • Rapid Deployment: Allow the turret to take a single standard action after being deployed.
    • Restoration Module: Allows the acquisition of the following upgrades:


    • Area Restoration Module: The ability to restore 10 shields to all allies within 2 squares of the turret. This ability has a recharge of 1 round.
    • Improved Restoration: Increase the amount of shields restored by both Restoration Modules by 5. May be taken multiple times.
    • Target Restoration Module: The ability to restore 15 shields to a single ally within 2 squares of the turret as a move action. This ability has a recharge of 2 rounds.
    • Longer Restoration: Increase the range of the targeted shield restore by 2 squares. Requires Target Restoration Module.
    • Rapid Restoration: Decreases the recharge of the Target Restoration Module by 1 round. Requires Target Restoration Module.
    Last edited by Actana; 2014-04-08 at 05:25 AM.

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    Default Re: Mass Effect Saga Edition

    Chapter 7:
    Weapon Statistics
    Weapons Tier Cost Size RoF Damage Clip Type Prof. Weight Availability Special
    Heavy Pistols
    M-3 Predator 1 500 S SA 4d4 15 Kinetic
    1kg Licensed Fast reload, Rapid-fire
    M-5 Phalanx 2 1,200 S SA 3d6 12 Kinetic
    1.5kg Licensed
    M-6 Carnifex 2 1,800 M SA 4d6 6 Kinetic
    2kg Restricted Accurate
    N7 Eagle 3 2,500 S A 4d6 20 Kinetic
    2kg Military
    Acolyte 3 3,500 M S 3d8 3 Energy E 1.5kg Military, Rare Inaccurate
    Arc Pistol 3 2,500 M SA 3d6/4d8 18 Electric E 3kg Restricted, Rare Chargable (3)
    M-11 Suppressor 3 3,000 M SA 4d6 6 Kinetic
    2.5kg Military
    Executioner Pistol 3 3,500 L S 6d8 1 Kinetic H 4kg Military Accurate, Piercing
    M-77 Paladin 4 5,000 M SA 4d8 3 Kinetic
    2kg Restricted, Rare Accurate
    M-358 Talon 4 6,000 M S 4d8 4 Kinetic
    3kg Military Scatter
    Scorpion 4 6,000 M SA 3d8 4 Explosive E 3kg Military, Rare
    Assault Rifles
    M-8 Avenger 1 750 M A 3d6 30 Kinetic
    3kg Restricted Fast reload
    M-15 Vindicator 2 1,600 L B3 2d12 24 Kinetic
    3kg Restricted
    M-96 Mattock 2 1,800 L SA 3d8 16 Kinetic
    4kg Restricted Accurate, Rapid-fire
    Phaeston 2 2,000 L A 3d8 50 Kinetic
    3.5kg Military
    Adas Anti-Synthetic Rifle 3 4,500 L SA/A 4d6 25 Energy E 4kg Military Homing
    Chakram Launcher 3 3,500 L SA 2d8/5d8 4 Kinetic/Explosive E 6kg Military, Rare Chargable (1)
    Collector Assault Rifle 3 6,000 L A 4d6 100 Kinetic E 5kg Illegal, Rare
    Geth Pulse Rifle 3 5,000 L A 3d8 80 Energy E 4kg Illegal, Rare Rapid-fire
    M-37 Falcon 3 4,000 L SA/A 4d8 6 Explosive
    5kg Military Inaccurate
    M-55 Argus 3 3,000 L B3 3d12 21 Kinetic
    5kg Military Inaccurate
    M-76 Revenant 3 3,750 L A 6d6 60 Kinetic H 6kg Illegal Inaccurate
    N7 Valkyrie 3 3,000 L B2 3d10 16 Kinetic
    4kg Military Accurate
    Striker Assault Rifle 3 4,500 L SA/A 4d8 12 Explosive H 6kg Military Inaccurate
    M-7 Lancer 4 6,000 M A 5d6 100 Kinetic
    3.5kg Restricted, Rare
    Cerberus Harrier 4 7,000 L A 4d10 20 Kinetic
    5kg Illegal Accurate
    M-99 Saber 4 7,500 L SA 5d8 8 Kinetic H 6kg Military, Rare Accurate
    Particle Rifle 4 10,000 L Spec. 6d4/10d4 100 Energy H, E 6kg Illegal, Rare
    N7 Typhoon 4 8,000 L A 5d8 100 Kinetic H 7kg Military Rapid-fire
    Geth Spitfire 4 15,000 H A 4d10(+2d10) 200 Energy E 5kg Illegal, Rare
    Submachine Guns
    M-4 Shuriken 1 600 S B6 2d8 36 Kinetic
    1.5kg Licensed Fast reload
    M-12 Locust 2 1,500 S A 3d6 20 Kinetic
    2kg Restricted Accurate
    M-9 Tempest 2 1,000 M A 4d6 50 Kinetic
    2.5kg Restricted Inaccurate, Rapid-fire
    Geth Plasma SMG 3 6,000 M A 4d6 100 Energy E 2kg Illegal, Rare
    M-25 Hornet 3 4,000 M B3 3d8 24 Kinetic
    3kg Military
    Collector SMG 4 10,000 M A 4d8 100 Kinetic E 2.5kg Illegal, Rare Piercing
    N7 Hurricane 4 6,000 M A 3d6x2 40 Kinetic
    3kg Military Inaccurate, Rapid-fire
    Blood Pack Punisher 4 5,000 L A 6d6 40 Kinetic H 5kg Military Inaccurate
    Shotguns
    M-23 Katana 1 700 L SA 6d4 5 Kinetic
    4kg Restricted Scatter, Fast reload
    M-27 Scimitar 2 1,200 L SA/A 4d6 8 Kinetic
    3.5kg Restricted Scatter
    M-22 Eviscerator 2 3,000 L SA 5d6 3 Kinetic
    4kg Illegal Scatter
    AT-12 Raider 3 2,500 L SA 4d10 2 Kinetic
    7kg Military Scatter, Inaccurate
    Disciple 3 4,000 L SA 8d4 4 Energy
    3kg Military, Rare Accurate
    Geth Plasma Shotgun 3 7,000 L SA 4d6/5d8 5 Energy E 4kg Illegal, Rare Chargable (2), Homing
    Graal Spike Thrower 3 2,500 L S 4d6/4d8 3 Kinetic
    5kg Restricted Chargable (1), Accurate, Piercing
    M-300 Claymore 3 5,000 L S 5d10 2 Kinetic H 7kg Military, Rare Scatter, Inaccurate
    N7 Crusader 3 4,000 L S 4d8 4 Kinetic
    8kg Military Accurate, Piercing
    N7 Piranha 3 7,500 L SA/A 5d6 6 Kinetic
    6kg Military Scatter, Inaccurate
    Reegar Carbine 3 6,000 L Spec. 5d8 20 Electric E 5kg Military
    M-11 Wraith 4 5,000 L SA 6d6 2 Kinetic
    3.5kg Illegal Accurate, Scatter, Fast Reload
    Venom Shotgun 4 8,000 L S 5d8 4 Explosive E 7kg Military Chargable (1)
    Sniper Rifles
    M-92 Mantis 1 1,000 L S 5d8 6 Kinetic
    4kg Restricted Accurate, Fast reload
    M-13 Raptor 2 2,000 L SA 4d6 15 Kinetic
    4kg Military Rapid-fire
    M-29 Incisor 2 3,000 L B3 3d12 15 Kinetic
    3.5kg Military
    M-97 Viper 2 1,500 L SA 4d8 6 Kinetic
    3.5kg Restricted
    Collector Sniper Rifle 3 10,000 L SA 4d10 100 Energy E 6kg Illegal, Rare
    Kishock Harpoon Gun 3 5,000 L S 6d6/8d6 4 Kinetic E 6kg Illegal Chargable (1), Fast Reload
    Krysae Sniper Rifle 3 6,000 L SA 6d6 3 Explosive H 6kg Military
    M-98 Widow 3 7,500 L S 9d6 3 Kinetic H 7kg Military, Rare Accurate, Piercing
    N7 Valiant 3 6,000 L SA 6d6 3 Kinetic
    5kg Military Accurate, Fast reload
    Black Widow 4 10,000 L SA 7d6 3 Kinetic H 6kg Military, Rare Piercing
    M-90 Indra 4 8,000 L SA/A 5d8 25 Electric
    4kg Military, Rare
    Javelin 4 15,000 L S 8d8 2 Energy H, E 8kg Military, Rare Piercing, Seeking
    Heavy Weapons
    Arc Projector 2 15,000 L SA 4d10 10 Electric
    5kg Military
    M-100 Grenade Launcher 2 10,000 L SA 5d10 10 Explosive
    6kg Military
    M-451 Firestorm 2 10,000 L Spec. 4d10(+1d10) 500 Fire
    6kg Military
    ML-77 Missile Launcher 2 10,000 L SA 4d10 15 Explosive
    6kg Military Homing
    Cobra Missile Launcher 3 8,000 L S 10d10 1 Explosive
    4kg Military
    M-622 Avalanche 3 15,000 L SA 3d10 20 Cold
    7kg Military
    Collector Particle Beam 4 25,000 L Spec. 4d10/6d10 500 Energy E 4kg Illegal, Rare
    M-490 Blackstorm 4 20,000 L S 3d10/6d10 5 Energy E 8kg Military, Rare
    M-560 Hydra 4 15,000 L B6 6d6x6 6 Explosive
    5kg Military Homing
    M-920 Cain 5 30,000 L S 50d6 1 Explosive
    10kg Military, Rare
    Reaper Blackstar 5 50,000 L S 16d10 1 Explosive/Energy E 8kg Illegal, Rare
    Grenades
    Sticky Grenade 2 300 T S 6d6 ̶̵̶ Explosive
    0.5kg Military
    Arc Grenade 3 500 T S 5d6 ̶̵̶ Electric
    0.5kg Military
    Cluster Grenade 3 600 T S 4d6 ̶̵̶ Biotic
    0.5kg Military
    Inferno Grenade 3 500 T S 5d6 ̶̵̶ Fire
    0.5kg Military
    Lift Grenade 3 600 T S 4d6 ̶̵̶ Biotic
    0.5kg Military
    Last edited by Actana; 2014-04-03 at 04:50 PM.

  8. - Top - End - #8
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    Default Re: Mass Effect Saga Edition

    Chapter 8:
    To-do list & Changelog

    To-do list in no particular priority order:
    • Revise thread for tables.
    • Rebalance biotic powers.
    • Remove remnants of previous updates. AR removed from equipment.
    • Clarify rules changes.
    • More variety for existing races.
    • Create some sort of economy system.
    • Scour through rulebooks, eliminating useless talent trees.
    • Doubly so for Force talents.
    • Create customizable equipment from armor pieces.
    • Make Tech abilities require more effort to pull off. Tentatively ready
    • Acquire feedback for shield system. New defense system is up!
    • Rebalance weapon damages. Done for now. Playtesting may change this.
    • Include the weapons from DLCs. Overall brings the amount of small arms weapons to 62. All done!
    • Revise heavy weapons mechanics before posting. All done!
    • Create grenades. Done!
    • Finish the rest of the biotic powers. All done! New techniques need to be done though. Done too!
    • Finish the rest of the tech powers. All done!
    • Create new armor modifications. Done, though there's always room for more.
    • Alternative rule for ME1-style overheating. Prototype is done!
    • Rules for Medi-gel. Done with less amount of work than I figured.
    • Formatting! All done, for now!
    • More races. Done! Still need rules for Geth platforms though. Geth are done too!


    Changelog:
    • 11/05/13: Edit 1: Swapped SMG and Pistol short and medium ranges around. Originally a mistake, pistols are now longer ranged weapons than SMGs. Edit 2: Added specific armor statblock, which I had forgotten about. Changed shields to scale with level. Edit 3: Upped the Will bonus for turians to +2, gave +1 racial bonus to Fortitude for Krogan. Turians already proficient with rifles gain Weapon Focus for one weapon group. Added mention of modifications in Scum and Villainy. Removed the damage listing from the melee weapon attachments. Will be included in weapon descriptions once done - the bayonet ring modification from Scum and Villainy allows them to be attached normally. Edit 4: Changed the Falcon from A to SA and added splash damage. A fully automatic grenade launcher. What was I thinking? Also edited changelog to show changes on the same day in the same point, but added the edit number of the day there. Ammo power tech explosion priming now requires a talent, as does detonating tech explosions and using biotic powers to detonate tech explosions. Removed Independent Droid from the Tech Expert talent list for their too low level requirement. Edit 5: High Voltage for Defense Drones can be taken only once. Added clause about fast healing and ongoing effects. Edit 6: Added in the remaining biotic powers (Poison Strike became Biotic Dash) except Seeker Swarm.
    • 12/05/13: Edit 1: Removed Krogan charisma penalty. Added Biotic Techniques for remaining powers. Changed asari racial "Diplomatic" to "Council prominence". Edit 2: Changed Hornet damage from 2d10 to 3d8. Changed Scimitar RoF to SA only but gave it Rapid-fire. Reduced Defense Drone Shield Rating to 20 and Shield Strength to 5.
    • 13/05/13: Edit 1: Reduced the speed of Dark Sphere to 2 squares per round. Added Use Computer to the Scout's class list and removed it from the Soldier class list. Added a technique for Dark Sphere. Changed biotic powers to be readied in the omni-tool with tech abilities, and added scaling biotic explosions and clarified their rulings. Clarified tech explosion rules. Edit 2: Changed Biotic Training to give 1+Wis mod powers. With the cap of powers readied in place, having half wis mod little sense. Disruptor Rounds no longer ignore SS/BS, and Phasic Rounds no longer deal extra damage to shields/barriers. Biotic Orbs now grant bonus to Fortitude and Will instead of DR. Tech armor mastery now requires the Tech mastery talent with an armor power. Edit 3: Tech overhaul! Added remaining tech modules. Changed tech modules to have individual recharge times. Made non-static tech modules usable when trained only. Edit 4: Changed Sabotage and Energy Drain to target Will, and altered effects slightly.
    • 14/05/13: Edit 1: The Raptor no longer suffers from normal point blank sniper penalties. Edit 2: Added all N7 weapons, and revised shotgun and sniper rifle damages.
    • 15/05/13: Edit 1: Added the Executioner Pistol, Blood Pack Punisher SMG, Cerberus Harrier and Striker assault rifles, AT-12 Raider shotgun, and tweaked the damage of a few weapons. Edit 2: Adjusted sniper rifle damages slightly.
    • 19/05/13: Edit 1: Added most grenades.
    • 26/06/13: Edit 1: Added many new weapons, including Collector guns, Adas and Lancer. Added ME1 heatsink as a prototype variant rule.
    • 19/07/13: Edit 1: Added the remaining small-arms weapons. Feels good. Also added rules for some additional equipment. Edit 2: Added geth platforms. Edit 3: Added two new armor modifications.
    • 20/07/13: Edit 1: Added heavy weapons and Cain explosives. Reorganized to-do list. Edit 2: Added Garrus Vakarian as a sample NPC.
    • 21/07/13: Edit 1: Added Eve as a sample NPC. Added special thanks section below.
    • 22/07/13: Edit 1: Added exotic and heavy weapon tags to existing small-arms. Geth Spitfire moved to assault rifles as a result. Edit 2: Lowered Concussive Shot damage to 2d6, but quickened activation to a move action.
    • 21/08/13: Edit 1: Completely revised defenses and weapon type damages. No more Weapon focus feats for Turians with rifle proficiency already.
    • 21/02/14: Edit 1: Replaced Armor Rating with plain damage reduction, and reduced the amount granted by armor. Adjusted Nova damage to fit with Shields 2.0. Added an Ardat-Yakshi feat. Added Hanar and Elcor.


    On feedback and criticism:
    The things I really want feedback on is the shield system, and how both tech and biotic cooldown systems work in play. I haven't playtested the system yet, and if you want to playtest, please do say so and I'll see what I can do to help the process, and create things that you think it might be lacking.
    Otherwise, please be as brutal and honest as you can about criticism. I'm well aware some of the new mechanics may have problems, and I want more than my own opinion about it.

    Also, if there are any errors in the text, whether lore, mechanical, page number, or general brain farts, please let me know. Even the small fixes matter, so I'd like to find and eliminate even typos and everything.


    Thanks for reading!
    Last edited by Actana; 2014-04-03 at 04:45 PM.

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    Default Re: Mass Effect Saga Edition

    I have my own system that a friend and I made from converted 40k rules, but we'll play a session or two with your system to switch it up and give it some playtesting for you. It looks very well thought out! I cannot wait to try it. I don't see any surface problems that are glaring or anything.

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    Default Re: Mass Effect Saga Edition

    Quote Originally Posted by Arathnos View Post
    I have my own system that a friend and I made from converted 40k rules, but we'll play a session or two with your system to switch it up and give it some playtesting for you. It looks very well thought out! I cannot wait to try it. I don't see any surface problems that are glaring or anything.
    The major problem that will likely happen is either too high damages on weapons or too high shields.

    It could also be possible to use the shield rules from SWSE as they are written there, but I wanted to keep the feel of shields from the games. Characters in Saga have a lot more hit points than in Mass Effect. The higher shields might balance the higher damages, but I really can't say how it works though.

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    Default Re: Mass Effect Saga Edition

    That is something we ran into as well. I'll let you know how it goes for us, but the way I see it, that is a very minor and simple fix. Even if you find a balanced number, some DMs/groups are going to want higher shields, some will want lower. That is something each group can easily tweak to suit their own needs.

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    Default Re: Mass Effect Saga Edition

    Indeed. I actually just lowered the amounts to 20/25/30 for light/medium/heavy. These numbers are mostly for PCs and major enemies. Standard enemies shouldn't need much shields, if shields at all. I don't have any NPC conversion guidelines created yet, as it's fairly low-priority to the other things I have in mind.

    The playtest is much appreciated, by the way!
    Last edited by Actana; 2013-05-10 at 03:15 PM.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Added the batarian, volus and vorcha to races. Not entirely happy with all of the races yet, but it's Saturday and I'm going to get drunk soon, so my thoughts aren't on the exact mechanics. Yeah, that never happened. I had the wrong day.

    I was also thinking of removing one ability penalty from krogans, and giving +2 Wisdom to turians (and knocking the Discipline Will bonus down by 1). Any opinions?

    Edit: I've also been looking at the idea of putting both biotic powers and tech modules into the same omni-tool, granting that omni-tool 2+Wis mod amount of readied abilities available. Right now you could have tons of powers through both biotics and tech abilities. My problem here is recharge times. Should I just make them both follow the same recharge (right now I'm leaning towards using the biotic recharge if I go that route), or should they have separate recharge mechanics?

    Edit 2: Another question is, do I want to restrict biotic and tech detonation to higher level classes (I was thinking 8, when you get your PrCs). Biotic explosions are quite powerful right now, and I still need to revise the rules for them. Should the damage be automatic or require an attack roll of some sort? And should the damage scale or be static?
    Last edited by Actana; 2013-05-11 at 11:04 AM.

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    Default Re: [SWSE] Mass Effect Saga Edition

    For the record, this is the best Mass Effect conversion I've seen yet. Every other version I've seen either overcomplicates things or... does things I don't agree with for whatever reason. So far, I'm loving this (and am making plans to make use of it.)

    That said, I have a question. This is clearly written from an ME2/3 standpoint. What if someone wants to run in ME1 time frame (or before?) Specifically, I refer to weapons - do you have any mechanics in mind to cover overheating weapons instead of thermal clips?

    This one is probably betraying my not-fully-complete knowledge of SWSE rules, but why does Defense Drone have Capacity Increase but not Combat Drones? (IE, can Combat Drones make multiple attacks already? If so, I apologize - I need to sit down and reread the rules at some point... I know normal d20 very well but not SE rules.)

    In answer to your questions - I would remove one of the Krogan penalties (it seems a bit much to me). Not sure about the Turians (it would be fine, I guess? I'm not 100% sure, mostly because I don't know the bonus feats they can get.)

    I wouldn't slot biotic powers in an Omni-tool, but that's a flavor thing to me. Perhaps have an overall limit on powers that require a check, instead? Also, would there be any way to increase the number of modules an Omni-tool can hold, or is it only "wear a second Omni-tool"? If you do decide to put them both in the Omni-tool, I would still keep the separate activation methods.

    Technically, Biotic explosions already have an attack (tied to the detonating Use Biotics check), but a separate attack for that might be good. I'm always in favor of scaling damage, myself - presumably the scale's high end would be the current 8d6?

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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Serifina View Post
    For the record, this is the best Mass Effect conversion I've seen yet. Every other version I've seen either overcomplicates things or... does things I don't agree with for whatever reason. So far, I'm loving this (and am making plans to make use of it.)
    Thank you! I'm trying to do the best I can!

    That said, I have a question. This is clearly written from an ME2/3 standpoint. What if someone wants to run in ME1 time frame (or before?) Specifically, I refer to weapons - do you have any mechanics in mind to cover overheating weapons instead of thermal clips?
    I don't think it would be too much of a stretch to, for now, give every weapon a lesser version of the SMG Heat Sink mod's effects (I'd say 10%, give or take) for free if the gun has not been shot with at the end of the round (or just at the beginning of each round). That basically recharges the weapon, and if the gun ever runs out of ammo completely, reloading it is a full-round action. Creating the rule in its entirety would likely require me to go over a lot of the clip sizes for the weapons. Add in a mod that gives faster recharging and we'd be getting somewhere.

    That's a quickly generated house rule. I'll probably add it as an official alternative rule at some point, but most likely when I've finished a bit more things. The M-7 Lancer, for example, uses the "old" heat sinks.

    This one is probably betraying my not-fully-complete knowledge of SWSE rules, but why does Defense Drone have Capacity Increase but not Combat Drones? (IE, can Combat Drones make multiple attacks already? If so, I apologize - I need to sit down and reread the rules at some point... I know normal d20 very well but not SE rules.)
    The attack of the Defense Drone is a reaction to an enemy coming closeby. Combat Drone use standard actions to attack, but it gets its own turn on the owner's initiative.

    The combat familiars are completely my own creation and I don't know if SWSE already has rules for them. There might be some things I need to fix and clarify to make them work better - hence the feedback here!

    In answer to your questions - I would remove one of the Krogan penalties (it seems a bit much to me). Not sure about the Turians (it would be fine, I guess? I'm not 100% sure, mostly because I don't know the bonus feats they can get.)
    I'm thinking of removing the Charisma penalty. Krogans do tend to make powerful biotics, and they're not necessarily uncharismatic - most of them just take it as a dump stat. I mean, who needs charisma when your primary way of stopping arguments is headbutts? That said, I need to create a natural attack for that.

    I wouldn't slot biotic powers in an Omni-tool, but that's a flavor thing to me. Perhaps have an overall limit on powers that require a check, instead? Also, would there be any way to increase the number of modules an Omni-tool can hold, or is it only "wear a second Omni-tool"? If you do decide to put them both in the Omni-tool, I would still keep the separate activation methods.
    As I see it, it doesn't seem to be too much of a stretch that a biotic's bioamp is tied to their omni-tool in some way. And yes, omni-tool upgrades are planned too, which does involve increased module capacity, decreased recharge times, shield bonuses, power bonuses, etc. Biotics would be included in the omni-tool upgrades too.

    It kinda fits the lore too. If you look at the engineer, sentinel and adept classes, they all have the same amount of powers available, but distributed differently between biotics and tech. So there's some kind of base for combining the two.

    Technically, Biotic explosions already have an attack (tied to the detonating Use Biotics check), but a separate attack for that might be good. I'm always in favor of scaling damage, myself - presumably the scale's high end would be the current 8d6?
    Since the explosion damage depends on both the primer's and the detonator's skill, I was thinking that it would be one quarter of the combined heroic levels of both primer and detonator (minimum 2d6). If both were level 20 it'd deal 10d6, which I think is fairly reasonable.

    Maybe add a "Biotic Secret" that increases the damage to d8s. Scary.

    Once again, thanks for the praise!


    Edit: In other news, almost all the biotic powers are finished. Just need to wrap up a few more and their respective talent improvements and they should be posted!
    Last edited by Actana; 2013-05-11 at 02:32 PM.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Actana View Post
    Thank you! I'm trying to do the best I can!
    Trust me, it shows. Most ME conversions are pretty half-assed and tend to ignore lore in favor of mechanics, leaving things... well, leaving a bad taste in my mouth.

    I don't think it would be too much of a stretch to, for now, give every weapon a lesser version of the SMG Heat Sink mod's effects (I'd say 10%, give or take) for free if the gun has not been shot with at the end of the round (or just at the beginning of each round). That basically recharges the weapon, and if the gun ever runs out of ammo completely, reloading it is a full-round action. Creating the rule in its entirety would likely require me to go over a lot of the clip sizes for the weapons. Add in a mod that gives faster recharging and we'd be getting somewhere.

    That's a quickly generated house rule. I'll probably add it as an official alternative rule at some point, but most likely when I've finished a bit more things. The M-7 Lancer, for example, uses the "old" heat sinks.
    That could work. I could take a closer look and do some math and see how well that might work, if you want. I know your focus is elsewhere for the moment.

    The attack of the Defense Drone is a reaction to an enemy coming closeby. Combat Drone use standard actions to attack, but it gets its own turn on the owner's initiative.

    The combat familiars are completely my own creation and I don't know if SWSE already has rules for them. There might be some things I need to fix and clarify to make them work better - hence the feedback here!
    OH, I forgot the Defense Drone is a reaction, not actually acting on its own. That's my fault. Sorry.

    I'm thinking of removing the Charisma penalty. Krogans do tend to make powerful biotics, and they're not necessarily uncharismatic - most of them just take it as a dump stat. I mean, who needs charisma when your primary way of stopping arguments is headbutts? That said, I need to create a natural attack for that.
    Removing the Charisma penalty sounds good to me. As you said, they're powerful biotics, and things like intimidating people runs off Charisma as well, and, well... they're very intimidating. I don't think it's a case of them typically using it as a dump stat, more that they just choose to be as unpleasant and intimidating as possible on a normal basis.

    As I see it, it doesn't seem to be too much of a stretch that a biotic's bioamp is tied to their omni-tool in some way. And yes, omni-tool upgrades are planned too, which does involve increased module capacity, decreased recharge times, shield bonuses, power bonuses, etc. Biotics would be included in the omni-tool upgrades too.

    It kinda fits the lore too. If you look at the engineer, sentinel and adept classes, they all have the same amount of powers available, but distributed differently between biotics and tech. So there's some kind of base for combining the two.
    I had honestly forgotten about the bio-amp, which I really shouldn't have. My objection's withdrawn, then. I still would have them have separate recharges, though, with upgrades to the bio-amp for reduced recharges and the like. Basically make upgrades either explicity tech or explicitly biotic.

    Since the explosion damage depends on both the primer's and the detonator's skill, I was thinking that it would be one quarter of the combined heroic levels of both primer and detonator (minimum 2d6). If both were level 20 it'd deal 10d6, which I think is fairly reasonable.

    Maybe add a "Biotic Secret" that increases the damage to d8s. Scary.
    Keeping tracking of the levels of primers and detonators could get very complicated if you have multiple players (or multiple NPCs) using them at the same time. I could easily see several primers active at any given time. That's my only real objection - is that it could get complicated quick.

    Once again, thanks for the praise!
    You're welcome.

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    Default Re: [SWSE] Mass Effect Saga Edition

    I havn't played the Star Wars system, but I do need to point out that ALL Asari are Biotics. Some might not develop their abilities, but they all have the potential, so they should get that Biotic Potential feat as a Bonus Feat.
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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Serifina View Post
    Trust me, it shows. Most ME conversions are pretty half-assed and tend to ignore lore in favor of mechanics, leaving things... well, leaving a bad taste in my mouth.
    I'm right there with you. All the conversions I've seen tended to stick to the six classes of Mass Effect (adept, engineer, soldier, vanguard, sentinel, infiltrator), whereas I believe you can achieve the same results with the four base classes of SWSE as is, plus the tons of prestige classes.

    I have some plans on creating some iconic NPCs like Liara or Kaidan with the rules once I have them fully worked out and less pressing issues with the conversion. Liara would quite easily be a Noble/"Force Adept"/Crime Lord or something similar, while someone like Tali looks to be more of a Scout/Combat Engineer or something. Too many PrCs to go through at this point to make a conclusive observation.

    That could work. I could take a closer look and do some math and see how well that might work, if you want. I know your focus is elsewhere for the moment.
    I'd appreciate it. It's not terribly high up on my priority, but if you get some working prototype I might bump it up a bit. It's a fairly extensive overhaul of the system so far.

    Another thing might be to give all weapons a set "clip" size and regeneration, but depending on their damage they use different amounts of that clip. For example, each weapon has a clip of, say, 100. Then take the maximum damage the weapon can do, and each time you fire the weapon it loses that amount of clip. A Javelin would use up 48 clip per shot, so you could get 2 shots off before having to have it cool down. Non-heroic level increases in damage would increase the clip consumption too.

    Removing the Charisma penalty sounds good to me. As you said, they're powerful biotics, and things like intimidating people runs off Charisma as well, and, well... they're very intimidating. I don't think it's a case of them typically using it as a dump stat, more that they just choose to be as unpleasant and intimidating as possible on a normal basis.
    It is done.

    I had honestly forgotten about the bio-amp, which I really shouldn't have. My objection's withdrawn, then. I still would have them have separate recharges, though, with upgrades to the bio-amp for reduced recharges and the like. Basically make upgrades either explicity tech or explicitly biotic.
    I shall see what I come up with, though explicitness of source was the general idea.

    Keeping tracking of the levels of primers and detonators could get very complicated if you have multiple players (or multiple NPCs) using them at the same time. I could easily see several primers active at any given time. That's my only real objection - is that it could get complicated quick.
    Yeah, I have to agree. I'd like it to depend on both primer and detonator though, but it's hard to do without making it too complicated. Maybe just half the primer's heroic level? Or the detonator's?

    Edit: Probably detonator, as it's easier to figure out who the detonator is.

    Quote Originally Posted by Sgt. Cookie View Post
    I havn't played the Star Wars system, but I do need to point out that ALL Asari are Biotics. Some might not develop their abilities, but they all have the potential, so they should get that Biotic Potential feat as a Bonus Feat.
    You're probably right. This quote in the Mass Effect wiki led me to the original decision: "Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young asari from military service."
    That indicates that some asari do not have as much talent as others. The codex does occasionally contradict itself, but I feel this is worthwhile anyway. I was thinking of adding a racial that allows the asari to use Use Biotics without training.

    At first I thought it wouldn't differ much either way, since if you're going to take Biotic Potential, you'll likely grab Use Biotics at the same time as a trained skill, and gain Biotic Training that way. If you get Biotic Potential as a bonus feat, you'll take Use Biotics as a trained skill and then take Biotic Training. But, the difference is when. In my way they need to take Use Biotics at level 1 to gain the Biotic Training, and don't gain it if they don't take Biotic Potential immediately to use one of their trained skills.

    I realize I may not be making any sense at all. But I think you're right. It might be better that way. During character creation if the player wants a biotic it won't matter, but during later levels it might. Plus, your way is easier to understand.


    Edit: Did I mention all biotic powers and new techniques are now done? Because they are!
    Edit 2: Well, with the exception of Seeker Swarm. It's not really a PC skill.


    Edit 3: I'd appreciate some opinions on the AoE biotic powers. Should they include a penalty if the attacks deal half damage on a miss? It would balance their use somewhat, and I can see something like Dark Sphere being a bit too powerful right now (especially since Shockwave does the same thing but with lesser effect). Some more advanced powers might also use a penalty to the Use Biotics check to discourage their use by lower level characters. I'll likely implement them, but I'll sleep on it first.
    Last edited by Actana; 2013-05-11 at 05:36 PM.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Sorry, mothers day stuff.

    Quote Originally Posted by Actana View Post
    I'm right there with you. All the conversions I've seen tended to stick to the six classes of Mass Effect (adept, engineer, soldier, vanguard, sentinel, infiltrator), whereas I believe you can achieve the same results with the four base classes of SWSE as is, plus the tons of prestige classes.

    I have some plans on creating some iconic NPCs like Liara or Kaidan with the rules once I have them fully worked out and less pressing issues with the conversion. Liara would quite easily be a Noble/"Force Adept"/Crime Lord or something similar, while someone like Tali looks to be more of a Scout/Combat Engineer or something. Too many PrCs to go through at this point to make a conclusive observation.
    I know a lot of people keep the main six classes as a flavor thing, but some of the things introduced in the multiplayer (as much as I didn't care for the multiplayer) showed that it wasn't really a good be-all, end-all system. The main four work fine, with PrC backup. I assume you're redoing "Force Adept" as "Biotic Adept" or something similar?


    I'd appreciate it. It's not terribly high up on my priority, but if you get some working prototype I might bump it up a bit. It's a fairly extensive overhaul of the system so far.

    Another thing might be to give all weapons a set "clip" size and regeneration, but depending on their damage they use different amounts of that clip. For example, each weapon has a clip of, say, 100. Then take the maximum damage the weapon can do, and each time you fire the weapon it loses that amount of clip. A Javelin would use up 48 clip per shot, so you could get 2 shots off before having to have it cool down. Non-heroic level increases in damage would increase the clip consumption too.
    I'll do my best. It'll take me a few days. I think the idea you noted here probably has the best potential, so I'll focus on that and see what I can do.

    Yeah, I have to agree. I'd like it to depend on both primer and detonator though, but it's hard to do without making it too complicated. Maybe just half the primer's heroic level? Or the detonator's?

    Edit: Probably detonator, as it's easier to figure out who the detonator is.
    I would go with detonator, that way all you have to keep track of is "such and such enemy has this primed on them". That reminds me - can an enemy have more than one effect primed? Say a tech and a biotic effect?


    Edit 3: I'd appreciate some opinions on the AoE biotic powers. Should they include a penalty if the attacks deal half damage on a miss? It would balance their use somewhat, and I can see something like Dark Sphere being a bit too powerful right now (especially since Shockwave does the same thing but with lesser effect). Some more advanced powers might also use a penalty to the Use Biotics check to discourage their use by lower level characters. I'll likely implement them, but I'll sleep on it first.
    I didn't have a chance to take a close look yet, sorry. I'll do so soon.

    Also, I've been working my way back through the SWSE books to refresh my memory on the rules for it so I can be less dumb in the future.

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    Default Re: [SWSE] Mass Effect Saga Edition

    I'm not really a big fan of the ME series. The games are fun, and I enjoy them, but that's about it. But, I do have to agree, this conversion actually rocks. I've seen a couple others that just made me...shudder. They are broke-tastic. Good job on this! I'll be keeping an eye, and when I can get around to running a session I'll get ya feed back from my group.

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    Default Re: [SWSE] Mass Effect Saga Edition

    You might want to check out the one that is finshed.
    Yeah, this has been done before. That said, I like your version too.
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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by FallenEco View Post
    You might want to check out the one that is finshed.
    Yeah, this has been done before. That said, I like your version too.
    That one is so amazingly bare-bones it isn't even funny. I know I mentioned hating conversions that overcomplicate things, but there's such a thing as underdoing it, too.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Oh, I know.

    I just thought it might be a worth a looksie.
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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Serifina View Post
    I know a lot of people keep the main six classes as a flavor thing, but some of the things introduced in the multiplayer (as much as I didn't care for the multiplayer) showed that it wasn't really a good be-all, end-all system. The main four work fine, with PrC backup. I assume you're redoing "Force Adept" as "Biotic Adept" or something similar?
    Yeah, Force Adept and Disciple have their names changed to Biotic Adept and Disciple. In fact, you can pretty much go through the entire library, replacing Force with Biotic.

    The reason I want to keep the original four classes is twofold: First is backwards compatibility. Second is because SWSE encourages multiclassing as is, I don't see any reason to include the hybrid classes. Plus, biotics work as a feat/talent tree pretty well in my opinion. You don't really have a dedicated biotics class, because biotics train in other purposes too. A vanguard would be a soldier, a sentinel likely a scout, and a pure adept would be pretty much any class that focuses solely on biotics.

    That said, I noticed scouts don't have Use Computer in their skill list. Time to correct that. I need to also devise a way to make the Tech approach a bit more feat intensive, so that people don't automatically take that route.

    I'll do my best. It'll take me a few days. I think the idea you noted here probably has the best potential, so I'll focus on that and see what I can do.
    Thanks, much appreciated.

    I would go with detonator, that way all you have to keep track of is "such and such enemy has this primed on them". That reminds me - can an enemy have more than one effect primed? Say a tech and a biotic effect?
    I don't see why not. I didn't think about that. I'm going to go with the newest power on the enemy being used as the primer - it's the "first" "layer" the detonating power comes in contact with and detonates.

    Quote Originally Posted by Sparx MacGyver View Post
    I'm not really a big fan of the ME series. The games are fun, and I enjoy them, but that's about it. But, I do have to agree, this conversion actually rocks. I've seen a couple others that just made me...shudder. They are broke-tastic. Good job on this! I'll be keeping an eye, and when I can get around to running a session I'll get ya feed back from my group.
    Thank you! All this praise is either boosting my ego or humbling me due to all the positive responses. Probably both.

    Quote Originally Posted by FallenEco View Post
    You might want to check out the one that is finshed.
    Yeah, this has been done before. That said, I like your version too.
    I know it's been done before, multiple times even. And as I said, I haven't found a system too much to my liking. Some of them have good ideas, but I find that most try to bog down things needlessly (though similarly so might I). This particular one does appear woefully incomplete, only having a few biotic powers and mainly focuses on the ME1 style of things, while I prefer to include powers and equipment from all three games. Also, I found it funny that there was a completely random enemy entry for "Twi-lek Clone".

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    Default Re: [SWSE] Mass Effect Saga Edition

    Added in the remaining tech modules! Also changed the recharge times to be for the individual powers, and made most modules usable trained only.

    I did not include Nightshade Blades or Hunter Mode. The former because it's far too similar to Ballistic Blades to be of any use (it might be implemented as a special weapon later, however), and Hunter Mode will appear as a Geth power once I get them finished.

    For now, check it out! Next stop, more weapons, more firepower, more... Stuff!

    You'll notice now that Soldiers do not gain Use Computer as a trained skill. This means that it will require a bit more effort to pull off a solder/engineer hybrid character, as you'll either require Skill Training, or multiclass/start off as a partial BAB class. Probably won't stop anyone, but it should make it a bit tougher to use tech abilities.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Good stuff for the changes.

    Skimming through the tech powers, I noticed that Energy Drain does not have a defense it targets - it just says the target takes damage. Intentional or mistake? Same thing for Sabotage.

    Also, question: You state everyone gets Armored Training for me. Where's that talent located?

    Yeah, Force Adept and Disciple have their names changed to Biotic Adept and Disciple. In fact, you can pretty much go through the entire library, replacing Force with Biotic.

    The reason I want to keep the original four classes is twofold: First is backwards compatibility. Second is because SWSE encourages multiclassing as is, I don't see any reason to include the hybrid classes. Plus, biotics work as a feat/talent tree pretty well in my opinion. You don't really have a dedicated biotics class, because biotics train in other purposes too. A vanguard would be a soldier, a sentinel likely a scout, and a pure adept would be pretty much any class that focuses solely on biotics.
    I agree, honestly.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Serifina View Post
    Skimming through the tech powers, I noticed that Energy Drain does not have a defense it targets - it just says the target takes damage. Intentional or mistake? Same thing for Sabotage.
    Energy Drain was kinda intentional. It deals ion damage, and no damage against organic targets, so its use is directly limited as a shield stripper. I may, however, make it target Will - the game needs more Will attacks anyway.

    Sabotage is not intentional, and was missed in my revamp of Will-attacking powers. It is meant to be an incremental attack: the more you beat the target, the more effective it is.

    Good catches.

    Also, question: You state everyone gets Armored Training for me. Where's that talent located?
    Armored training is a soldier talent in the core rulebook. It allows the character to use either the armor's reflex bonus, or your heroic level reflex bonus, whichever is higher. Due to shields being dependent on armor, I found it just better for everyone to get it for free along with light armor proficiency.

    Honestly, giving it for free is the first houserule I do in any SWSE game anyway.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Actana View Post
    You'll notice now that Soldiers do not gain Use Computer as a trained skill. This means that it will require a bit more effort to pull off a solder/engineer hybrid character, as you'll either require Skill Training, or multiclass/start off as a partial BAB class. Probably won't stop anyone, but it should make it a bit tougher to use tech abilities.
    I agree with that, and it fits perfectly well into the way Saga already encourages multi-classing and all that. I was working on a Saga ME conversion at one point, but I dropped it due to lack of interest, both from myself and from the two friends who are (way too much) into ME. From what I'm reading you're going a similar route I was. Force powers/UTF for Biotics. I don't have any critism or feedback as of yet, but I like that you are using the Saga framework and using the tools you're given.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Actana View Post
    Armored training is a soldier talent in the core rulebook. It allows the character to use either the armor's reflex bonus, or your heroic level reflex bonus, whichever is higher. Due to shields being dependent on armor, I found it just better for everyone to get it for free along with light armor proficiency.

    Honestly, giving it for free is the first houserule I do in any SWSE game anyway.
    Are you sure it's not Armored Defense? Unless my copy is old and it got changed or something? (The talent you described is Armored Defense in the copy I have.) I'm sorry, it's just that it's easy to confuse me. I had guessed that the mechanics in question were what was intended.

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    Default Re: [SWSE] Mass Effect Saga Edition

    Quote Originally Posted by Serifina View Post
    Are you sure it's not Armored Defense? Unless my copy is old and it got changed or something? (The talent you described is Armored Defense in the copy I have.) I'm sorry, it's just that it's easy to confuse me. I had guessed that the mechanics in question were what was intended.
    Oops. That's what I get for going purely by memory. Fixing that immediately.

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