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Mass Effect Saga Edition - No Fluff

Mass Effect Saga Edition - No Fluff

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Published by Casey Tucker
Saga Edition Conversion of Mass Effect
Saga Edition Conversion of Mass Effect

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Published by: Casey Tucker on Mar 09, 2012
Copyright:Attribution Non-commercial

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01/21/2014

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Races
Humans
Bonus Trained Skill:
Humans are versatile andaccomplished at many tasks. A Human characterchooses one additional trained skill at 1st level.
The skill can be any skill in the complete skill list.
Bonus Feat:
Humans gain one bonus feat at 1stlevel.
 Asari
+2 Wis, +2 Cha, -2 Str
Conditional Bonus Feat
: If trained in Use Bioticsyou gain Skill Focus (Use Biotics) for free.
Mind Meld:
An asari may explore the mind of anotherliving creature to learn information. If the creature isunwilling the asari makes a special attack roll (d20 +character level) versus the target's Will Defense. Ifthe attack succeeds the asari learns one fact shesought, plus an additional fact for every 5 points bywhich the roll exceeds the target's Will Defense. AnAsari melding with a willing target finds out whatevershe wants to know. An asari moves a persistent -2 onthe condition track after using Mind Meld until theyget 8 hours of rest.
Turian
Superior Defenses
: Adapted to a very tough andtrying environment, Turians gain a + 1 species bonusto all of their defenses.
Bonus Feat:
Toughness
Radiation Resistance
Turians have a +5 speciesbonus to Fortitude Defense vs. radiation.
Krogan
+4 Str, +2 Con, -2 Dex, -2 Int, -2 Cha
Intimidating
When using the persuasion skill tointimidate Krogans use their Strength bonus insteadof their Charisma bonus to determine the checkmodifier.
Blood Rage
Whenever a Krogan takes its secondwind, it regains 5 hit points every round at the end ofits turn until killed, until the end of the encounter, oruntil reaching one-half hit points (whichever comesfirst).
Salarian
+2 Dex, -2 Str
Expert Spies:
A Salarian may choose to reroll anyGather Information check, but the result of the rerollmust be accepted even if it is worse.
Flash of Genius:
Once per encounter a Salarian canadd a +5 bonus to the result of one Knowledge,Mechanics, or use Computer skill check.
Rapid
 
Metabolism
: Salarians gain the benefits ofeight hours rest in only four hours.
Quarian
+2 Int, -2 Con
Iron Will
: Quarians gain a +2 species bonus to theirWill Defense.
Conditional Bonus Feat:
If trained in MechanicsQuarians gain Skill Focus (Mechanics) for free.
Special Equipment:
Without an enviro-suit aQuarian moves a persistent -1 step down thecondition track for every hour they are exposed to anunsterilized environment. A replacement suit costs2,000 credits (500 on the Flotilla). Quarian suits ofarmor also act as enviro-suits. Quarian charactersbegin play with an unarmored enviro-suit at no cost.
Batarian
+2 Str, -2 Dex, -2 Cha
Great Fortitude:
Batarians gain a +2 species bonusto their Fortitude Defense.
Heightened Awareness:
A Batarian may choose toreroll any Perception check, but the result of the rerollmust be accepted even if it is worse.
Low-Light Vision:
Batarians ignore concealment(but not total concealment) from darkness.
Drell
+2 Dex, -2 Con
Lightning Reflexes:
Drell gain a +2 species bonusto their Reflex Defense.
Sneaky
: Drell can choose to reroll any Stealth checkmade to sneak but must accept the result of the rerolleven if it is worse.
 
 Volus
+2 Cha, +2 Int, -2 Con
Small Size
As Small creatures, Volus gain a +1 sizebonus to Reflex Defense and a +5 size bonus onStealth checks. However, their lifting capacity andcarrying limits are three-quarters of those of Mediumcharacters.
Speed
Volus base speed is 4 squares.
Persuasive
A Volus may choose to reroll anyPersuasion checks, but the result of the reroll mustbe accepted even if it is worse.
Conditional Bonus Feat
If trained in Knowledge(Bureaucracy) you gain Skill Focus: Knowledge(Bureaucracy) for free.
Low-Light Vision
Volus ignore concealment (but nottotal concealment) from darkness.
Special Equipment:
Without an enviro-suit a Volusmakes a DC 10 Endurance check ormoves apersistent -1 step down the condition track for everyround they are exposed to a hostile atmosphere. Thischeck DC increases by 5 for every round after thefirst they are exposed. A replacement suit costs 2,000credits (1,000 in Volus territory). Volus suits of armoralso act as enviro-suits. Volus characters begin playwith an unarmored enviro-suit at no cost.
 Vorcha
+2 Con, -4 Int, -2 Cha
Alertness
A Vorcha may choose to reroll anyInitiative checks, but the result of the reroll must beaccepted even if it is worse.
Conditional Bonus Feat
If trained in Survival yougain Skill Focus (Survival) for free.
Primitive
Vorcha do not gain Weapon Proficiency(pistols, submachine guns, assault rifles, or heavyweapons) as starting feats at 1st level, even if theirclass normally grants them.
Natural Weapons
Whenever a Vorcha makes anunarmed attack, it may use its claws, dealing 1d6slashing damage instead of normal unarmeddamage. A Vorcha is always considered armed withits claws.
Elcor
+4 Con, -2 Dex, -2 Wis, -2 Cha
Speed
Elcor base speed is 4 squares.
Intraspecies Charisma
Elcor gain reroll anyCharisma based skill and keep the higher roll, onlywhen used against other Elcor.
Large Size
As Large creatures, Elcor take a - 1 sizepenalty to their Reflex Defense, a -5 size penalty onStealth checks, and gain a +5 size bonus to theirdamage threshold. Their lifting and carrying limits aredouble those of Medium characters.
Heavy Weapons Affinity
Elcor cannot take theWeapon Profiency (Pistol, Submachine Gun,Shotgun) feat even if their class normally grantsthem. Instead Elcor gain Weapon Proficiency(Heavy).Elcor warriors don't carry small arms; theirbroad shoulders serve as a stable platform for thesame size of weapons typically mounted on Alliancefighting vehicles.
Quadruped:
When in quadrupedal stance, Elcorgains a +5 stability bonus to resist attempts to knockit prone.
 
Classes
Biotics
Noble may drop Linguist from their starting feats forBiotic Implant and gain access to the Adept talenttree and Biotic Training as a bonus feat. Replace oneclass skill with Use Biotics.Scoundrel drops Point Blank Shot from their startingfeats for Biotic Implant and gain access to the Adepttalent tree and Biotic Training as a bonus feat.Replace one class skill with Use Biotics.Scout may drop Shake It Off from their starting featsfor Biotic Implant and gain access to the Adept talenttree and Biotic Training as a bonus feat. Replace oneclass skill with Use Biotics.Soldier may drop Weapon Proficiency (Assault Rifle)and Armor Proficiency (Medium) from their startingfeats for Biotic Implant and gain access to the Adepttalent tree and Biotic Training as a bonus feat.Replace one class skill with Use Biotics.
 Adept Talent Tree
Prerequisite 
: Biotic Implant feat
Biotic
 
Focus
As a full-roud action you may make aDC 25 Biotics check to regain one spent power ofyour choice.
Biotic
 
Savant
Natural 20 on a Biotic power allowsyou to instantly reuse it.
Biotic Prodigy
once per ecnounter return one powerto your hand without an Action Point.
Prerequisite 
:Skill Focus (Use Biotics)
Biotic
 
Stabiliy
Whenever an attack would move you,spend a Action Point to negate.
Curved Shot
You can spend a swift action to ignorecover (but not total cover) with your next attack with abiotic power.
Disciplined Strike
When making an Area attack youcan exclude a number of targets up to your Wismodifier.
Grenade
 
Defense
You can use the move light objectapplication of Use Biotics to cast aside grenades thatare thrown at you. As a reaction, make a Use Bioticscheck against a DC equal to the attack roll of thegrenade throwing opponent. If successful the attackis harmlessly diverted. You take a -5 penalty to UseBiotics checks until the start of your next turn.
Pull Field
move object as area attack with Actionpoint. Move Object Result Large 2x2 area Huge 3x3G4x4 C6x6; versus Ref.
Resistance
As a reaction, you can spend a ActionPoint to negate a critical hit scored against you andtake normal damage instead.
Swift Power
Once per day, you can use a Bioticpower that normally takes a standard action or moveaction as a swift action.
Warped Shot
As a swift action select one squarewithin 12 squares of you and within line of sight. Treatthat square as the origin of your next ranged attackmade before the end of your next turn. Determinecove and concealment as though you were firing fromthat square. You must have line of sight on the targetfrom the square you occupy.
Prerequisites 
:Biotic Training, trained in Use Biotics
Tech
Noble may drop Linguist from their starting feats forTech Training and gain access to the Engineer talenttree and Tech Mastery as a bonus feat. Replace oneclass skill with Mechanics; if Mechanics is already aclass skill then replace a class skill with UseComputer.Scoundrel drops Point Blank Shot from their startingfeats for Tech Training and gain access to theEngineer talent tree and Tech Mastery as a bonusfeat. Replace one class skill with Mechanics; ifMechanics is already a class skill then replace aclass skill with Use Computer.Scout may drop Shake It Off from their starting featsfor Tech Training and gain access to the Engineertalent tree and Tech Mastery as a bonus feat.Replace one class skill with Mechanics; if Mechanicsis already a class skill then replace a class skill withUse Computer.Soldier may drop Weapon Proficiency (Assault Rifle)and Armor Proficiency (Medium) from their startingfeats for Tech Training and gain access to theEngineer talent tree and Tech Mastery as a bonusfeat. Replace one class skill with Mechanics; ifMechanics is already a class skill then replace aclass skill with Use Computer.
Engineer Talent Tree
Prerequisite 
: Tech Training feat
Adversary Lore
As a standard action make aMechanics check against the Will Defense of a targetcreature within 12 squares of you and in line of sight.If the result equals or exceeds the target's defensethat target takes a -2 penalty to their Reflex Defenseagainst you and all allies who can hear andunderstand you until the end of your next turn.
Armored Drone
Your Combat Drone gains theToughness feat.
Prerequisite: 
Combat Drone

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