This everything that I've found and/or worked on for a theoretical Mass Effect RPG, i'll update it when I've worked out

more, and any help would be nice (if you have anything to add you can email me at thelonedrow2007@yahoo.com, or if you see something that you think I got from you, give me your name so I can credit you... or tell me to take it off) -------------------------------------------------------------------------------------------------------------------------------1 round equals 5 sec of time 1 map square equals 1 meter (1 meter = 3.28083' or 3' and 3.37", effectively 5 feet for our purposes) -------------------------------------------------------------------------------------------------------------------------------ASARI SPECIES TRAITS Asari share the following traits: +2 Dex, +2 Cha, -2 Con medium speed 6 m Heightened Awareness: An Asari may choose to reroll any perception check, but the result of the reroll must be accepted even if it is worse. Mind-Meld: Asari have a natural ability to attune their nervous systems to those of another nonmindless being, which they evolved for reproductive purposes. In order to perform a mindmeld, the asari must be within 5 feet of a willing target. Establishing the mind-meld is a full-round action that provokes attacks of opportunity, and the asari must concentrate in order to maintain it. Once the mind meld has been established, the asari may draw on knowledge present in their partner, or implant memories into their mind. The asari may also choose to become pregnant; see if they are of at least the matron age. Natural Biotic: Asari begin play knowing (*needs new name* Strong in the Force) must be female -------------------------------------------------------------------------------------------------------------------------------Drell Medium Humanoid (Drell) +2 DEX, -2 CON Base Land speed 6 m Perfect Recall: Drell can relive anything they have ever experienced in perfect detail, granting them a +5 bonus on Intelligence-based checks. However, this can be dangerous; drell can lose themselves in their memories if they aren't careful. The first time a drell spends an action point in an encounter, he has to make a Will save against DC 10 + half the drell's character level, rounded down to a minimum of 1. Failure indicates that the drell is lost in his own memories for 1 round, becoming flat-footed and unable to take any action, as well as aborting whatever action he was about to spend the action point on. Naturally Fast: Drell have quick reflexes, and begin play knowing a talent from either the Defensive or Increased Speed talent trees, and do not need to take levels in the Fast basic class to take additional talents in those trees. -----------------------------------------------------------------------------------------------------------------------------SALARIAN SPECIES TRAITS Salarians share the following traits -2 Str, +2 Dex, +2 Int, -2 Wis. Salarians think fast, talk fast, and move fast. speed land 6 m. swim 4 m.

Battle Tactician: If you take a full round action or longer before combat starts creating a battle plan. if affected by it reduce the damge by one die (minimum of one). Dextro-Protein Biology: Turian biology being based on dextro-amino acids. This ability can be used twice a week. Natural healing still works as normal. substituting their character level for class level. Racial Feats Battle Leadership: As a swift action a turian can grant a +1 moral bonus to attack and damage to all allies within 10 feet. Naturally Disciplined: Turians begin play knowing the Coordinate talent from the Leadership talent tree. In addition. -2 Charisma. only mitigates the need for 8 hours of sleep. This does not give them the healing benefits of 8 hours of rest in only one hour. a salarian may choose to take 10 on swim checks even when distracted or threatened. This ability lasts for 2+ Wis rounds. Also. up to 2+Wis mod of teammates gain +1d6 damage during the first 3 rounds of the planed battle. Eating or drinking anything not specifically marked as compatible with turian biology forces the character to make a DC 15 Fortitude save. Expert Swimmer: A salarian may choose to reroll any Swim check. Salarians can't drown in water. Conditional Bonus Feat: Turians trained in Knowledge (tactics) gain Skill Focus [Knowledge(tactics)] for free. but the result of the reroll must be acepted even if it is worse. Low-Light Vision: Salarians ignore concealment (but not total concealment) from darkness) High Speed Metabolism: *add* Salarians do not suffer secondary effects from poisons Conditional Bonus Feat: Salarians are natural spies and investigators. High Speed Metabolism: Salarians only require one hour of sleep each day. Failing by 5 or more points means that the character has a severe allergic reaction and is dying. Medium Speed 6 m. they cannot subsist on the same foods as most other species. while failure causes the character to become nauseated. A salarian with Gather information as a trained skill gain Skill Focus (Gather Information) as a bonus feat. success means that the food passes through the turian's system without incident.Breathe Underwater: As amphibous creatures. prerequisite: Battle leadership must have race specific armor ------------------------------------------------------------------------------------------------------------------------------- . must have race specific armor -------------------------------------------------------------------------------------------------------------------------------TURIAN SPECIES TRAITS The Turians share the following traits: Ability Modifiers: +2 Dexterity. Radiation Resistance: +2 species bonus to Fort defense versus radiation.

-2 charisma Small Size: As small creatures. it also impedes their long-distance depth perception. New Equipment Volus Atmospheric Suit: A suit that is made to simulate the gravity and atmosphere of the Volus home world. Volus characters begin play with these items at no cost. +2 Constitution. Granting them +2 to fortitude saves. Low. -2 Dexterity. Krogan gain a +4 bonus on Spot checks.000 in Volus Space or on the Citadel).medium size . Others trained in Mechanics can aid you in this check and if you fail. Special Equipment: Volus suffer from limitations outside their native atmosphere. whichever is more. but suffer double the normal attack penalties due to range. a Volus is considered blind (see Total Concealment. • Scary Build: The Krogan’s unique physical build makes it quite hardy and intimidating. pg 137 of Saga Core Rulebook). pg 157 of the Saga Core Rulebook). .VOLUS SPECIES TRAITS Prerequisites: Must use specialized armor. +2 Intelligence. +4 to intimidate • Redundant Organs: Krogan possess multiply redundant organs.000 credits of the armor's new cost at the end of which you must make a DC 20 Mechanics check. Cost: 2. but the result of the reroll must be accepted even if it is worse.000 credits. • Genophage: For those who will inevitably try to get a Krogan pregnant. A replacement suit costs 2.000 credits (1. Conditional Bonus Feat: Volus trained in Knowledge (bureaucracy) get Skill Focus [knowledge (bureaucracy)] for free. Treat as a Space Suit of small size (see Space Suit. Without their special atmospheric suits. This modification takes 1 day per 1. begins to suffocate (see Hold Breath. .25 kg -------------------------------------------------------------------------------------------------------------------------------KROGAN SPECIES TRAITS Krogan share the following traits: • Ability Modifiers: +4 Strength. but you must pay the cost in time and money again. volus gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. You can start over again. speed: 4 m Persuasive: A volus may choose to reroll any persuasion checks.000 credits (1. Can be added to armor for 50% of the base cost or 1. then the money and time that you spent is lost. pg 66 of the Saga Core Rule Book) and takes 3d6 damage each round. their lifting capacity and carrying limits are three quarters of those of Medium characters. pg 257 of the Saga Core Rulebook). May only eat Volus foods +2 Constitution.+2 natural armor • Immunity: Krogan are immune to poison. -2 Wisdom.speed 6 m. • Wide-Set Eyes: Krogan eyes are set farther apart than those of most other species.light vision: Volus ignore concealment (but not total concealment) from darkness. do the following: Have .000 in Volus Space or on the Citadel) Weight: 11. while this grants them a wider field of vision. The ammonia tank is poisonous to other species and the increased gravity makes them suffer as if in a high-gravity environment (see High-Gravity environments. -4 Charisma. This makes them immune to paralysis and gives them a 50% chance of taking only normal damage when subjected to a critical hit. however. -2 Strength.

may apply precision damage to constructs. or Intelligence-based skills (except for Balance. Eating or drinking anything not specifically marked as compatible with quarian biology forces the character to make a DC 15 Fortitude save. Fire damage cannot be regenerated. the pregnancy is a viable one. requiring them to make a Will save against DC (10 + half the damage taken) whenever they take hit point damage or enter a rage. Dextro-Protein Biology: Quarian biology being based on dextro-amino acids. adult quarians receive a +2 bonus to their Gather Information checks. Intimidate. Robotics: Quarians have an intimate understanding of technology and synthetic constructs. (These extra hit points are not lost first the way temporary hit points are. and created the Geth. One between 1 and 100. the other between 1 and 10. but they suffer from weaker constitutions than other species. members of the race begin play knowing a talent from the tech talent tree.) While raging. Energy Resistance. can’t charge or run) for the duration of the current encounter. As such. they cannot subsist on the same foods as most other species. Krogan do not need levels in the Tough basic class to take additional talents in those trees. and do not need to take the Tech feat to learn further tech talents. Due to the fact they rarely meet other races they come off strangely to them. and a +2 morale bonus on Will saves. or any abilities that require patience or concentration. in which they search for a way to aid the Flotilla. Krogan may also voluntarily enter a rage. substituting their character level for class level wherever appropriate. a krogan cannot use any Charisma-. are normally seen during a right-of-passage called their Pilgrimage. but he takes a -2 penalty to Defense. -2 penalty to Dexterity.Naturally Tough: Krogan begin play knowing one talent from the Damage Reduction. substituting their character level for class level wherever appropriate. The increase in Constitution increases the krogan’s hit points by 2 points per level. . At the end of the rage. the krogan loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength.the DM arbitrarily pick two numbers. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. up to once per encounter. or Unbreakable talent trees. As such. and Ride). nor can he use Tech abilities or activate complex technological items. success . . Quarians are quick and bright.Regeneration: Krogan regenerate (Con mod) points of hit point damage each round. If they did. Level Adjustment: +2 Must use Race Specific Armor -------------------------------------------------------------------------------------------------------------------------------QUARIAN SPECIES TRAITS Quarians share the following species traits: Ability Modifiers: -2 Charisma. those who are. Medium Size Speed: base land speed is 6 m Pilgrimage: Quarians are rarely seen outside the Flotilla. the Concentration skill. a +4 bonus to Constitution. Tech Expertise: Quarians live and die by their technology. Then roll a d100 and a d10 and see if both numbers came up. . but these hit points go away at the end of the rage when his Constitution score drops back to normal. and as such. He can use any feat he has except Combat Expertise. Dexterity-. Escape Artist.Blood Rage: Krogan are susceptible to flying into a berserk rage when they are injured. A raging krogan temporarily gains a +4 bonus to Strength.

diplomacy checks. the quarians attempted to exterminate them.Due to recent events. They are massive creatures. saves. This only counts for every other geth in the area. and subvocalized infrasound convey shades of meaning that make a human smile seem as subtle as a fireworks display. Failing by 5 or more points means that the character has a severe allergic reaction and is dying. are able to link together to lessen processing power on themselves this allows them to focus that processing power elsewhere in thier bodies. Special Abilities: Net-Link . the more geth there are in an area. while failure causes the character to become nauseated. For every geth in the area. Since their subtlety can lead to misunderstandings with other species. extremely slight body movements. This goes to anything related to conversation or negotiation. 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.) -------------------------------------------------------------------------------------------------------------------------------Elcor Description: The elcor are a Citadel species native to the high-gravity world Dekuuna. or angry. .The geth. the stronger they get. to a maximum of +5. that is not hostile to the character. systematic repression of artificial intelligences throughout galactic society. due to being computers internally. making them deliberate and conservative. Hard to Read: Elcor Body language and phermones are to subtle for most species in the galaxy. three geth means +2 and so on. So when two geth are together they only recieve a +1 bonus. The geth won the resulting war. the geth are treated with a -2 penalty for dealing with any organic race. When the geth became sentient and began to question their masters. Bad Reputation . -2 CHA Base Land Speed: 15 ft. This has colored their psychology. Prerequisites: Cannot use biotics. Elcor move slowly. Among themselves. (Such as purchases. the player recieves +1 to attacks. scent. the elcor often go out of their way to clarify when they are being sarcastic. and skill checks. +4 STR. +2 CON. Elcor speech is heard by most species as a flat. etc. armor class. standing on four muscular legs for increased stability. As such. As a result of this. must have race specific armor -------------------------------------------------------------------------------------------------------------------------------Geth Description: The geth are a race of networked artificial intelligences that reside beyond the Perseus Veil. and reduced the quarians to a race of nomads.means that the food passes through the Quarian's system without incident. an evolved response to an environment where a fall can be lethal. as laborers and tools of war. size: large. ponderous monotone. The geth were created sometime around 1900 CE by the quarians. amused. -4 DEX. the geth have a bad reputation among other races.

although the majority of their wars are fought using VI. mounting them on their backs.and they often go out of their way to state the tone they're intending when they speak. substituting their character level for class level wherever appropriate. This gives Batarians a +2 bonus to Bluff. most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. who are forbidden to leave batarian space by their omnipresent and paranoid government. An elcor may carry up to one Huge weapon. Naturally Dedicated: Descended from herd animals. and every batarian knows both how to establish dominance over those lower than them and how to toady to their superiors. the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. An Elcor gains a +12 bonus on Bluff checks versus non-Elcor. . themselves. Despite several disagreements with the Citadel and simmering hostility toward humans. substituting their character level for their class level wherever appropriate. as other species are not sure which pair of eyes to look at. Their eyes also give them an advantage in negotiations. Living Tank: Elcor are extremely effective warriors. and Sense Motive checks. though in more lawless regions of the galaxy like Omega. negotiations with a batarian are likely to be conducted at gunpoint. They have a reputation for being shrewd businessmen and merchants. The can perform tasks requiring manual dexterity. the effect is often devastating. giving them a +2 bonus on Spot and Search checks. they walk on them. They begin play knowing a talent from the Empathic or Insightful talent trees. Elcor are considered quadrupedal (for purposes to include carrying capacity). and when they do. Elcor are capable of fighting. Social Caste: Batarian culture enshrines strength and dominance. giving them a +2 bonus on Intimidate checks. and do not need to take levels in the Dedicated basic class to take additional talents in those trees use race specific armor -------------------------------------------------------------------------------------------------------------------------------HUMAN SPECIES TRAITS According to the Star Wars Saga Edition core rulebook -------------------------------------------------------------------------------------------------------------------------------Batarians Description: A race of four-eyed bipeds. and may not use hand-held weapons. pirates and slavers. Diplomacy. Batarians begin play knowing the Fast-Talk talent from the Fast-Talk talent tree. fueling the stereotype of the batarian thug. The Terminus Systems are infested with batarian pirate gangs and slaving rings. elcor know how to read the people around them. requiring cooperation for more intricate tasks. with two large weapons constituting a huge and two mediums constituting a large. but may only use one hand at a time. and do not need to take levels in the Charismatic basic class to take additional talents in that tree. Callous: Batarians have a reputation for being thugs. It should be noted that these criminals do not represent average citizens. using their arms as a second set of legs. No Hands: Although Elcor DO have hands. +2 Intelligence -2 Charisma Special Abilities: Medium Humanoid (Batarian) No ability modifiers. Elcor receive +2 Natural Armor Elcor Weaponry: Elcor carry heavy weapons on the battlefield. Base Land speed 30 Four Eyes: Batarians have two pairs of eyes.

substituting their character level for class level wherever appropriate. This makes it impossible for them to hide using darkness as concealment. whichever is higher. and cannot see. and as such illuminate an area equal to five feet. Blindsight: Hanar have no eyes. Elcor: 700 *needs confirmation* Batarian: 200 *needs confirmation* . the Hanar are lightning fast. They are not affected by darkness or low light. they can sense their enviroment within a 120' radius as if they could see. and apply either their Knwoeldge (Religion) or their Knowledge (History) to such checks. and they begin play knowing the Evasion talent from the Defensive tree. Bonus Feat: Vorcha receive the Planetary Adaptation feat for free. Bioluminescent: Hanar glow with an odd inner light. They can regenerate lost limbs over a period of 1d4 months. This device grants them a fly speed of 10 feet. however. though do use sheild generators (added to mass effect generator) -------------------------------------------------------------------------------------------------------------------------------Vorcha Medium Humanoid (Vorcha) +2 CON. However. Fire damage cannot be regenerated. Vorcha do not need levels in the Tough basic class to take additional talents in those trees. said by Shepard to Wrex). Enkindler Worship: Hanar society usually worship the Protheans. and would crumple under its own weight in an atmosphere. +2 INT Swim speed 50 Hanar physiology is designed for an aquatic enviroment. Anti-Gravity: All Hanar are equipped with a mass effect generator (free) which causes them to levitate two inches above the ground. -------------------------------------------------------------------------------------------------------------------------------Max age Humans: 150 (if lucky.-------------------------------------------------------------------------------------------------------------------------------Hanar medium -4 STR. As such. Polite: Hanar are exceedingly polite. Naturally Speedy: In water. Regeneration: Vorcha regenerate (Con mod) points of hit point damage each round. but cannot take it more than once. whom they believe gave them the twin gifts on intelligence and speech and call "Enkindlers". do not use normal armor. and recieve a +2 bonus to Diplomacy Checks. they cannot be detected by Tremor Sense or similar abilities. -2 INT Base Land speed 30 Immune to disease Naturally Tough: Vorcha begin play knowing one talent from the Damage Reduction or Energy Resistance talent trees. they are intelligent and have a way with words. They have +2 to all checks regarding the history of the Prothans. They may learn further talents from the tree without taking levels in the Fast basic class. +2 CHA. Salarian: 40 Turians: similar to humans if I remember correctly Qurians: 85 Krogan: 400 to 500 Asari: 1000 Vorcha: 20 Drell: 85 Geth: do not age.

keeping the better of the two . Passive Class Talents Adept > Bastion or Nemesis Tech Mastery > Operative[needs new name] or Mechanic Operative > Assassin or Agent Defender > Guardian or Raider Combat Mastery > Commando or Shock Trooper Assault Mastery > Destoyer or Champion -------------------------------------------------------------------------------------------------------------------------------Krogan Battlemaster Krogan Talent Tree Blood Rage Biotic version of Dark Rage Improved Regeneration: Prerequisite: Con 15. you may use a Biotic power that takes a single Standard Action. Keep Asari Commando about the Same as Jedi Knight.-------------------------------------------------------------------------------------------------------------------------------Krogan Battlemaster (Biotic/Fighter. Jedi Knight) Assassin (supercedes Bounty Hunter) Replace Sith Apprentices' Sith Talent Tree with force secrets tree... -------------------------------------------------------------------------------------------------------------------------------Asari Commando Asari Talent Tree Biotic Aim: Prerequisite: Cha 15. Move Action.. or Swift Action instead of making an attack.. You may use your Strength modifier instead of your Dexterity modifier when making ranged attack rolls and ranged damage rolls.... You may use your Charisma modifier instead of your Dexterity modifier when making ranged attack rolls and ranged damage rolls. Sith Apprentice) Asari Commando (Biotic/Fighter. -------------------------------------------------------------------------------------------------------------------------------Spectre (supercedes Elite Trooper. Biotic Commando: Prerequisite: trained in Biotics.. Increases your regeneration by 1 per tier. When you charge. Strong-Arm Aim: Prerequisite: Str 15. based on description sounds just like a spectre) Spectre Talent Tree [gigerstreak from the wizards community] This Talent tree is intended for use by any heroic class. maybe add something to expand upon Krogan's Heritage. Minimum Heroic Level: 7th Special: You must have been chosen by The Council to be a member of the Special Tactics and Reconnaissance branch.. but change lightsaber combat to Force Secrets. (I like the lightsaber forms tree change to melee forms if applicable. Spectre Authority: You may choose to reroll any Persuasion checks. Requirements: To gain access to the Spectre Talent Tree you must meet the following criteria.. granted the character meets all requirements.

and electronic devices with a will save. Target: One target within 8 meters. Spectres are an elite group of people from different alien species that work for the Citadel Council. damage. except +4. Agents under the Special Tactics and Reconnaissance branch. They are above the law and will do whatever it takes to complete their mission. . Spectre License: You are considered licensed for all licensed. restricted. and in some cases the Council prefers not to know the exact details of how a Spectre accomplishes their mission. if any: DC 15: Increase/Decrease target's attack. They have one primary goal: preserve galactic stability by any means necessary. Each Spectre is hand-picked by the Council after proving that they are an individual of exceptional ability and self-reliance. Spectres act in any way they see fit. Target: 2x2 area within 6 meters. You can’t bolster the same ally more than once in a single encounter. military.results. synthetics. and defenses by +2. Make a Use Tech check: The result determines the effect. All records of them are sealed and only granted access with permission of the Council.Mind Trick but only effects droids. or illegal equipment.By tapping/hacking into the target's omni-tool. DC 20: Same as DC 15. within line of sight. The limiting factor for Mines will be cost and time to create. page 148) and they each gain a number of bonus hit points equal to their character level if they are at one-half their maximum hit points or less. They answer only to the Council. and any bonus hit points remaining at the end of the encounter go away. but at a range. Spectres either work alone or with others depending on what style they prefer. Damage is subtracted from the bonus hit points first. Spectres have no command structure. It is not known how many there are: Alliance Intelligence guesses that there are less than a hundred. Each one will cost credits for materials and at least 1 day to create each mine. DC 25: Same as DC 15. Damping . you can administer battle stimulants/depressants to effect his performance in battle.A tech proximity mine releases white noise to disrupt a biotics' concentration and disrupt omni-tool functions. -------------------------------------------------------------------------------------------------------------------------------Use Tech is Int based [combine mechanics and Use Computer] Use Biotics is Cha based -------------------------------------------------------------------------------------------------------------------------------Tech Powers [add Tech Armor.A manually activated tech mine that damages any target in the radius and potientally freezes them on the spot. Time: Standard action. Bolstered allies move +1 step along the condition track (see Conditions. Battle Stimulants/Depressants . except +6. either with careful diplomacy or ruthless force. Prerequisite: Spectre Authority. Spectre Inspiration: As a standard action. Tactical Cloak] *[Mines will be created with Use Computer checks and be activated with the Mechanics skill similarly to setting explosive charges. Prerequisite: Spectre Authority. Time: Standard action. and you can’t bolster yourself. Cryo Blast .]* AI Hacking . you can bolster a number of allies equal to 1/4 (round down) your Character level.

the result determines the effect.see guide Energy Drain . Forced Shutdown . if any: DC 10: Gain an additioinal SR5 (This takes damage first and is lost as soon as 5 damage is sustained. The target makes a Will defense check. 1 to 5: Raise DC of target's Use Biotics/Tech abilities by +5 for 1d4 rounds 6 to 10: Raise DC of target's Use Biotics/Tech abilities by +10 for 1d4+2 rounds 11 to 15: Raise DC of target's Use Biotics/Tech abilities by +15 for 1d4+4 rounds Electromagnetic Shockwave [tech mine].Hack into a suit's med-gel resevoir to dump a massive amount of unregulated medi-gel into target's system rendering the target unconcious.] Sabotage .Vital Surge except Ranged within 8 squares and uses up a medi-gel packet on the recepient's person. *leaning towards forces turn*) Overload Circuits . . Make a Use Tech check.Replaces Damage Components [Massive energy blast overloads circuits. This power activates the suit's medi-gel resevoir to heal the recepient. DC 25: As DC 15.) DC 25: Gain an additioinal SR20 (This takes damage first and is lost as soon as 20 damage is sustained. and you gain 1 point in shield as long as this power is in effect.See Disable Mechanics in Guide Incinerate . Special: You may spend a Tactical point to increase the damage to 2. Nueral Shock .Time: Move action. Does not count when determining shield stats of armor.) DC 15: Gain an additioinal SR10 (This takes damage first and is lost as soon as 10 damage is sustained. If you beat the will defense check then the target is distracted for a period dependent on the amount you beat him by. (does not harm the user). Target: You Make a use biotics check.overheats weapon (for duration of ability) and damages holder of weapon (bypasses shield) Unity . The result determines the effect. if any: DC 15: The target's shield takes 1 point of damage for 1d4 rounds. Does not count when determining shield stats of armor.A manually activated tech mine that explodes into a ball of flames damaging any targets in the radius and preventing any regeneration for a short period. Effects are not cumulative. except it last 1d4+2 rounds. Does not count when determining shield stats of armor.) DC 20: Gain an additioinal SR15 (This takes damage first and is lost as soon as 15 damage is sustained. DC 20: As DC 15. Does not count when determining shield stats of armor. Target: One target within 6 meters or within line of sight. (either actually knock them out or make it just like force stun. except it lasts 1d4+4 rounds.Make a Use Tech check. Time: Standard action. -------------------------------------------------------------------------------------------------------------------------------Biotic Powers [add Warp Ammo] [Instead of spending a Force Point as a reaction and immediately regain one spent Power you may instead choose to take -1 to condition track] Barrier .Drain target's shield to boost your own.) Special: Barrier lasts until the SR value gained takes damage equal to that value or for 1d6 rounds.

or 3 squares) radius must make a strength check.As the force power. Momentum is conserved in a lift.Using Bitoics. Target does not regenerate in this period. All opponents within a 4. Throw . so the target will continue moving in the direction and speed they were before Lift was applied.As the force power except does not affect tech abilities. Make a Use Biotics check. the target is lifted off the ground helpless for 1d4 rounds. The target makes a Will defense check. the target is knocked back 1 square and suffers 2d6 damage.Battle Strike . and you gain the same amount in health. If the result of the check equals or exceeds the target's fortitude defense. if the use biotics result beats the strength check the opponent will be sucked to the center of the field within 1 round and then proceed to move randomly (or be held still deciding) for the remaining time. Stasis .Time: Standard action. Target: One target within 6 meters and line of sight. Time: Standard action. Make a Use Biotics check. you can exert a powerful force on an object or creature.Creates a series of microscopic. Held opponents may not take any action. Target does not regenerate in this period.Surge Dominate . 10 to 15: Target takes 1d6+5 points of damage per round for 1d4+4 rounds.Force Disarm Reave . Make a Use Biotics check. and you gain the same amount in health. 6-10: Target is uanable to take any or receive any damage for 1d4+2 rounds. All targets affected by Lfit take a -5 penalty on all ranged attack rolls. In addition. Time: Move action. the target falls to the ground. Target: One target within 6 meters and line of sight. however they will take damage normally.By altering a target's mass you can cause it to float helplessly. 1-5: Target is uanable to take any or receive any damage for 1d4 rounds. 11-15: Target is uanable to take any or receive any damage for 1d4+4 rounds. 1 to 5: Target takes 1d6 points of damage per round for 1d4 rounds. 6 to 10: Target takes 1d6+2 points of damage per round for 1d4+2 rounds.5m (15 ft. Rebuke . When the lift effect has ceased. the target is unable to make any move actions to travel in any direction or stop its motion. If you beat the will defense check then the target is unable to move depending on the amount you beat him by. restore's the biotic's health when used against an organic. Time Standard action. Moving one point down the condition track will enable the time of duration to last an additonal 1d4 rounds. Singularity . and you gain the same amount in health. adding an extra die for every 5 your .Force Slam Biotic Surge . Make a Use Biotic check: If you beat the reflex defense check then the target takes damage depending on the amount you beat him by. rapidly shifting mass effect fields to completely surround the target and damage the nervous or synthetic's system to prevent the target from healing and damage them. Mass Manipulation . Target: One point within 12 squares within line of sight. suffering 1d4 damge.Time Standard action.Mind Trick Lift . Biotic Slam . against targets of a higher or equal level a -5 penalty is applied to the Use Biotics check. If the result of the check equals or exceeds the target's fortitude defense. Special: May opt to move 1 point down the condition track to increase the time period by 1d4 rounds. make a Biotics check. Target: One object or creature within 8 meters. Target does not regenerate in this period. Special: Singularity last for 1d4 rounds. Target: One target with no shields or no barrier within in 6 meters and line of sight.

heat 5. shields. barriers. strong vs. high damage (3d10). no heat. armor. -------------------------------------------------------------------------------------------------------------------------------Assault Rifles [A/S Strong VS armor. the target loses DR 1 to a minimum of 0 for 1d4 rounds. but requires reload] ML-77 Missile Launcher M-622 Avalanche M-920 Cain Collector Partical Beam [Very strong vs. barriers. shields. weak vs. barriers.By altering the mass of a target's armor you can cause it to mitigate less damage. medium damage (3d6). shields 3d8. heat 3] M-3 Predator Heavy Pistol M-6 Carnifex Hand Cannon Shotguns [A Very short range.check exceeds the targets defense by.] Heavy Weapons M-100 Grenade Launcher [attack based on grenade. Warp . barriers. high damage (3d10). Time: Standard action. heat 10] M-92 Mantis Sniper Rifle M-97 Viper Sniper Rifle M-98 Widow Anti-Material Rifle Submachine Guns [A/S Weak vs. heat 2/4] M-8 Avenger Assault Rifle M-15 Vindicator Battle Rifle M-76 Revenant Machine Gun Collector Rifle Geth Pulse Rifle Heavy Pistols [S Weak vs. strong vs. Make a Biotics check: If the result of the check equals or exceeds the target's reflex defense. Target: One target within 6 meters and line of sight. special – always considered auto-fire] M-23 Katana Shotgun M-27 Scimitar Assault Shotgun M-300 Claymore Heavy Shotgun Sniper Rifles [S Inaccurate at short range. heat 2] M-4 Shuriken Machine Pistol M-9 Tempest Submachine Gun Light Pistols [S Weak vs. shields. strong vs. low damage (3d4). heat 1. heavy heat X] Ammo Incendiary Cryo Disruptor Armor Piercing Shredder . armor. armor. armor. medium damage (3d6). shields. high damage (3d12). barriers.

wizards. Combat Engineering: increases damage of Tech mines. Tech Specialist feat. Adept Talent Tree Double Barrier: Prerequisite: Improved Barrier. Use Computer. you must know at least four unique biotic powers. Your maximum BR increases by 5. technology). Improved Barrier: Prerequisite: at least one use of the Barrier biotic power. trained in Stealth. Mechanics. you may use the Barrier power as a Swift Action instead of a Move Action. Tactical Cloak: A number of times per encounter equal to half your class level you can gain total concealment. Engineer (tech) – Prerequisite: Int 15. Swift Barrier: Prerequisite: Dex 15. Improved Barrier. you may expend two uses of the Barrier power. In addition. and you gain a +5 bonus on Biotics checks to restore BR. . trained in Knowledge (engineering. trained in Biotics. Use Computer. Infiltrator (combat/tech) – Prerequisite: Sneak Attack. Once per encounter. and omni-tool powers equal to class level. Biotic Savant: increases damage of biotic powers equal to adept class level. Armor Proficiency (light) feat. and either the Natural Biotic feat or the Biotic Implants feat. as a swift action. drones.? pg=last -------------------------------------------------------------------------------------------------------------------------------- Prestige Classes Adept (biotic) – Prerequisite: Cha 15. As a Standard Action.com/go/thread/view/75862/22358053/Mass_Effect_Conversion. until the start of your next turn.Concussive Shot [grenade like weapon needs concussive Launcher mod on gun] Mods Concussive launcher Kinetic Pulsar [AR damage] Phasic Jacketing [SMG penetration] Microfield Pulsar [SMG damage] Thermal Sink [decrease chance of overheat] Sabot Jacketing [HP penetration] Titan Pulsar [HP damage] Smart Rounds [critical] Microphasic Pulse [SG penetration] Synchronized Pulsar [SG damage] Tungsten Sabot Jacket [SR penetration] Scram Pulsar [SR damage] Combat Scanner [crit chance] -------------------------------------------------------------------------------------------------------------------------------[need weapons and armor telents for powers and classes for all military classes] http://community.

armor. When you do this. Weapon Focus (any). make an attack (Mechanics vs. high damage (3d12). Collector Beam Gun: Very strong vs. If the attack hits. more costly. no heat. heavy heat X Grenade Launcher: attack based on grenade. Damage Threshold) against each enemy within a number of squares equal to half your level.Sentinel (biotic/tech) . strong vs. Heavy Weapons There are a great number of specialty weapons available that do not count among the standard arms listed above. ‘Elite’ Soldier (combat) – Prerequisite: Str 15. heavy heat X Cryo Gun: ? Geth Energy Weapon: Ignores shields. you gain an additional standard action that can be used to move or make a weapon attack. but reload after X shots. Armor Proficiency (heavy) feat Shield Surge: A number of times per encounter equal to half your class level. high damage (3d10). Mechanics. ammunition.Prerequisite: trained in Biotics. There ‘heavy’ weapons use special. Armor Proficiency (light) feat. but requires reload Missile Launcher: attack based on missile. no heat. barriers. barriers. Your critical range for an attack made with this action increases by half your class level. shields. reducing your SR by 5 as if you had taken damage greater than your SR value. Adrenaline Rush: Once per encounter. the target is stunned until the start of your next turn. you can overload your armor’s shields as a standard action. Vanguard (biotic /combat) – Prerequisite: trained in Biotics. Weapon Specialization (any). . trained in Endurance. Armor Proficiency (medium) feat.

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