giles92
2014-02-09, 11:13 PM
After careful deliberation, I decided the rule setting for a Mass Effect game would be Star Wars Saga Edition!
There are feats, races, classes, and plenty of equipment.
Changes From Saga Edition
Biotics and The Force- Replace Use the Force with Use Biotics. The Biotics skill is detailed below in the Feats section.
Feats- Characters now all receive two feats at first level and bonus feats at every odd level.
Dark Side, Paragon, and Renegade- Replace the Dark Side Score with both a Paragon and Renegade score. Certain classes revolve around the use of both or either Score.
Shield Rating- Shield Rating now comes in 2 different types; Biotic or Armor. Only one type of SR can be active at a time. Additional damage no longer applies after breaking Shields, but breaking takes 10 points of SR away instead of 5.
Powers- Characters no longer power suites. Instead, powers run off of a Cooldown system. Cooldown starts after the power's duration is over, not immediately after the power is used.
Without further ado here is the starting point for every character, the race. Some races, such as Geth or even Human aren't appropriate for every campaign.
Citadel Races
Alliance 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.
http://blogs-images.forbes.com/davidthier/files/2012/06/Commander_Shepard_default1.png
Ability Score Bonuses- +2 to any ability score of your choosing.
Speed- 6 Squares
Traits- Choose two of the following.
Bonus Feat- Gain a single bonus general feat, chosen from the list below.
Bonus Trained Skill- Gain a bonus trained skill of your choosing at level 1.
Alliance Military Training- Gain a single cover feat.
Earthborn- Gain +4 on all charisma skill checks when interacting with other humans, but a -2 when interacting with Non-Citadel or Other Races.
Asari
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.
http://static3.wikia.nocookie.net/__cb20100109173633/masseffect/images/thumb/b/b9/New_Asari_Races_Page_Image.png/250px-New_Asari_Races_Page_Image.png
Ability Score Bonuses- +2 Charisma, +2 Wisdom, -2 Constitution
Speed- 6 Squares
Bonus Feat- Gain Biotic Training as a bonus feat.
Too Popular- Gain a -4 penalty on charisma based skill checks when interacting with races other than Council races (human, turian, asari, and salarian).
Traits- Choose one of the following.
Naturally Biotic- Gain +2 on all Biotic checks.
Tough Asari- Gain +2 to Constitution.
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.
http://static2.wikia.nocookie.net/__cb20120402213859/masseffect/images/thumb/6/63/Turians_Codex_Image.jpg/250px-Turians_Codex_Image.jpg
Ability Score Bonuses- +2 Dexterity, +2 Constitution, -2 Wisdom
Speed- 6 Squares
Traits- Choose two of the following.
Tough Skin- Gain a +2 natural armor reflex bonus.
Turian Military Training- Gain a single bonus combat feat.
Mandatory Military Service- Gain +1 attack with a single type of firearm, either pistols, assault rifles, or sniper rifles.
Turian Discipline- Turian's use Intelligence instead of Wisdom for their Will saves.
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.
http://static2.wikia.nocookie.net/__cb20100110011332/masseffect/images/thumb/f/fe/New_Salarian_Races_Page_Image.png/250px-New_Salarian_Races_Page_Image.png
Ability Score Bonuses- +4 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom
Speed- 8 Squares
Traits- Choose one of the following.
Scholar- Choose two knowledge skills. They're both always class skills, but only gain skill training in one.
Espionage Training- Choose a single Infiltrator talent that you qualify for.
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.
http://static4.wikia.nocookie.net/__cb20100802195015/masseffect/images/thumb/f/fa/Races_Drell.PNG/150px-Races_Drell.PNG
Ability Score Bonuses- +2 Strength, +2 Dexterity, -2 Constitution
Speed- 6 squares
Eidetic Memory- Remember everything you have ever seen, without the need of a knowledge check.
Traits- Choose two of the following.
Rapid Movement- Increase speed to 8 squares.
Drell Assassin Training- Gain +2 on all Stealth and Deception skill checks.
Non-Citadel Races
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. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.
http://static2.wikia.nocookie.net/__cb20100802195647/masseffect/images/thumb/3/33/Races_Krogan.PNG/150px-Races_Krogan.PNG
Ability Score Bonuses- +4 Constitution, +4 Strength, -4 Charisma, -2 Dexterity
Speed- 6 squares
Bonus Feat- Gain a single bonus combat feat.
Traits- Choose one of the following.
Tuchanka Born- Gain +4 on all Fortitude saves to resist temperature effects, both hot and cold.
Even Tougher- For the purposes of Hp, your Constitution is considered to be +2 higher than it actually is.
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.
http://static1.wikia.nocookie.net/__cb20100802195730/masseffect/images/thumb/a/a5/Races_Quarian.PNG/150px-Races_Quarian.PNG
Ability Score Bonuses- +2 Dexterity, +2 Intelligence, -2 Constitution
Speed- 6 squares
Enviro Suit- Any Quarian that suffers a tear in their suit outside a specialized environment must make a DC 15 Fortitude save or move one step down the condition track.
Gearhead- Gain +2 on all Use Computer or Mechanics skill checks and you are always considered trained in their use.
Traits- Choose two of the following.
Migrant Fleet Military Training- When fighting aboard a starship or in close corridors (10 feet or less across), gain +1 attack and damage with all attacks and a +1 Dodge bonus to your Reflex Defense.
AI Expert- When working with a Droid or computer AI, gain +4 to your Mechanic or Use Computer checks.
Partially Acclimated- Reduce the Fortitude save needed for Enviro Suit for every class level you have, to a minimum of 5.
Combat Engineer- When using the Mechanics skill to deal damage with a Tech power, deal an additional 2 damage.
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 ubiquitous and paranoid government.
http://static1.wikia.nocookie.net/__cb20100802195461/masseffect/images/thumb/d/d7/Races_Batarian.PNG/150px-Races_Batarian.PNG
Ability Score Bonuses- +2 to any ability score of your choosing.
Speed- 6 squares
Bonus Feat- Batarian's gain Improved Defenses as a bonus feat.
Traits- Choose two of the following.
Pirate Training- Gain +2 on all Pilot and Endurance checks.
Batarian Brawler- Gain +2 to your strength score.
Colony Human
Physically, they're virtually the same as humans from the Systems Alliance. However, they have differing views regarding humanity's place in the galaxy, the military's role in government, and a general dislike of the Systems Alliance.
http://static4.wikia.nocookie.net/__cb20100802195207/masseffect/images/thumb/c/c6/Races_Human.PNG/150px-Races_Human.PNG
Ability Score Bonuses- +2 to any ability score of your choosing.
Speed- 6 squares
Bonus Feat- Colony humans start play with an additional bonus feat.
Colonizer- +2 to all Survival and Mechanics checks.
Separate From the Galaxy- All other races gain a -2 penalty on Diplomacy checks against Colony Humans.
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.
http://static4.wikia.nocookie.net/__cb20100802195829/masseffect/images/thumb/9/92/Races_Vorcha.PNG/150px-Races_Vorcha.PNG
Ability Score Bonuses- +4 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma
Speed- 6 squares
Minor Regeneration- All Vorcha heal at double the speed of other races.
Traits- Choose one of the following.
Major Regeneration- Replace Minor Regeneration with Fast Healing 1, healing 1 hp every round.
Evolved Resistance- Gain fire, acid, and shock resistance 5.
Other Races
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.
http://static2.wikia.nocookie.net/__cb20100802195612/masseffect/images/thumb/e/ef/Races_Geth.PNG/150px-Races_Geth.PNG
Ability Score Bonuses- +4 Intelligence, -2 Charisma
Speed- 6 squares
Droid- Geth are Droids and have all Droid advantages and disadvantages.
Traits- Choose two of the following.
Geth Prime- Increase size to Large, gaining a +2 bonus on all Bantha Rush maneuvers, replacing the +4 Intelligence with a +4 Strength, and taking a -1 penalty to your Reflex defense and stealth checks.
Geth Hopper- Reduce the Intelligence bonus to +2, gain a +2 Dexterity bonus, and gain +6 bonus on all jump checks.
Programmed Battle Systems- Gain the benefits of Migrant Fleet Military Training, Systems Alliance Military, or Turian Military Training.
Advanced Armor Protection- Gain Ion resistance 10.
Awakened Collector
The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within the same system as Omega, in the Terminus Systems. They are rarely seen in the Terminus itself, let alone Citadel space, and are generally regarded as a myth by Citadel citizens. Definite sightings of Collectors have been made on Omega every few centuries.
http://static3.wikia.nocookie.net/__cb20100802195536/masseffect/images/thumb/9/97/Races_Collector.PNG/150px-Races_Collector.PNG
Ability Score Bonuses- +2 Strength, +2 Dexterity, +2 Constitution, -4 Charisma
Speed- 6 squares, 4 squares of flight
Tough Skin- Gain a +2 natural armor reflex bonus.
Prothean
The Protheans are an ancient alien race which mysteriously vanished over 50,000 years ago. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Not much is known about them, but many of their artifacts, ruins and technology have apparently survived the ages.
http://static1.wikia.nocookie.net/__cb20120306022146/masseffect/images/thumb/3/34/The_Prothean_Profile.png/150px-The_Prothean_Profile.png
Ability Score Bonuses- +2 Strength, +2 Charisma, -2 Wisdom
Speed- 6 squares
Bonus Feat- Gain Biotic Training as a bonus feat.
Natural Biotic-Gain +2 on all Biotic checks.
Psychometry- Prothean's gain +4 bonus on all Perception skill checks, but take a -2 penalty on all Persuasion skill checks.
Cyborg
While the most common cyborgs are human, virtually any race could replace enough of their physical body with robotic replacements to be considered a cyborg. The most common cyborgs are Cerberus made, though many races such as Quarian and the Collectors have cybernetic enhancements.
http://static2.wikia.nocookie.net/__cb20120328160622/masseffect/images/thumb/6/6d/ME3_Kai_Leng_character_shot.png/150px-ME3_Kai_Leng_character_shot.png
Ability Score Bonuses- +4 Dexterity, +2 Strength, -2 Constitution, -2 Wisdom
Speed- 6 squares
Mechanic Vulnerability- Cyborg's take twice as much shock damage.
Plating- Gain a +2 natural armor bonus to your reflex defense.
Traits- Choose two of the following.
Speed Surge- Once per encounter, Cyborg's may drastically increase their speed, increasing their movement speed to 8 and allowing for one additional attack. Speed Surge takes both traits.
Sympathize- Gain +2 on all Persuasion and Deception on skill checks when dealing with robotic characters and you may use either of these skills when interacting with AI instead of Use Computer.
More Than Human- Gain Droid immunities. More than Human takes both traits.
Computer Brain- Choose one knowledge skill. You may take 20 when using that skill.
Synthetic
As an alternative to the Geth or Cyborg, there is a baseline Synthetic. They may have numerous physical forms, though the one used here is humanoid in appearance. Synthetics are essentially droids and are treated as such. Severe limits are placed on their processes to keep them from becoming sentient.
http://static2.wikia.nocookie.net/__cb20120321220135/masseffect/images/thumb/f/f1/EDI_ME3_Character_Shot.png/150px-EDI_ME3_Character_Shot.png
Ability Score Bonuses- +4 Intelligence, +2 Dexterity, -4 Wisdom
Speed- 6 squares
Droid- Synthetics are Droids and have all Droid advantages and disadvantages.
Synthetic Armor- Synthetics cannot wear armor. Instead, select a single armor template from the list below. They must have the proficiency needed to wear the armor template or the same penalties apply as if they were a human wearing the armor type without proficiency. The armor costs nothing.
None- A simple template that has a +2 equipment bonus to reflex defense.
Light- +4 Reflex bonus, -2 check penalty, max Dex +5, normal speed.
Medium- +7 Reflex bonus, +2 Fortitude bonus, -5 check penalty, max Dex +3, -2 Speed.
Heavy- +9 Reflex bonus, +3 Fortitude, -10 check penalty, max Dex +1, -2 Speed, Reduced Running.
Unshackled- All Synthetic characters are considered Unshackled AI, capable of making their own decisions.
Traits- Choose one of the following.
Infiltration Unit- Gain +6 on all Deception checks to resemble another singular humanoid, such as a Turian female or human male. Reduce this bonus to +3 to resemble an alternative type to of mech, such as a servant or translator.
Modified LOKI Mech- The Synthetic Armor now comes with a SR Unit installed, the type of which is dependent on the type of armor.
None- SR 5 Unit
Light- SR 5 Unit
Medium- SR 10 Unit
Heavy- SR 15 Unit
There are feats, races, classes, and plenty of equipment.
Changes From Saga Edition
Biotics and The Force- Replace Use the Force with Use Biotics. The Biotics skill is detailed below in the Feats section.
Feats- Characters now all receive two feats at first level and bonus feats at every odd level.
Dark Side, Paragon, and Renegade- Replace the Dark Side Score with both a Paragon and Renegade score. Certain classes revolve around the use of both or either Score.
Shield Rating- Shield Rating now comes in 2 different types; Biotic or Armor. Only one type of SR can be active at a time. Additional damage no longer applies after breaking Shields, but breaking takes 10 points of SR away instead of 5.
Powers- Characters no longer power suites. Instead, powers run off of a Cooldown system. Cooldown starts after the power's duration is over, not immediately after the power is used.
Without further ado here is the starting point for every character, the race. Some races, such as Geth or even Human aren't appropriate for every campaign.
Citadel Races
Alliance 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.
http://blogs-images.forbes.com/davidthier/files/2012/06/Commander_Shepard_default1.png
Ability Score Bonuses- +2 to any ability score of your choosing.
Speed- 6 Squares
Traits- Choose two of the following.
Bonus Feat- Gain a single bonus general feat, chosen from the list below.
Bonus Trained Skill- Gain a bonus trained skill of your choosing at level 1.
Alliance Military Training- Gain a single cover feat.
Earthborn- Gain +4 on all charisma skill checks when interacting with other humans, but a -2 when interacting with Non-Citadel or Other Races.
Asari
The asari, native to the planet Thessia, are often considered the most powerful and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.
http://static3.wikia.nocookie.net/__cb20100109173633/masseffect/images/thumb/b/b9/New_Asari_Races_Page_Image.png/250px-New_Asari_Races_Page_Image.png
Ability Score Bonuses- +2 Charisma, +2 Wisdom, -2 Constitution
Speed- 6 Squares
Bonus Feat- Gain Biotic Training as a bonus feat.
Too Popular- Gain a -4 penalty on charisma based skill checks when interacting with races other than Council races (human, turian, asari, and salarian).
Traits- Choose one of the following.
Naturally Biotic- Gain +2 on all Biotic checks.
Tough Asari- Gain +2 to Constitution.
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.
http://static2.wikia.nocookie.net/__cb20120402213859/masseffect/images/thumb/6/63/Turians_Codex_Image.jpg/250px-Turians_Codex_Image.jpg
Ability Score Bonuses- +2 Dexterity, +2 Constitution, -2 Wisdom
Speed- 6 Squares
Traits- Choose two of the following.
Tough Skin- Gain a +2 natural armor reflex bonus.
Turian Military Training- Gain a single bonus combat feat.
Mandatory Military Service- Gain +1 attack with a single type of firearm, either pistols, assault rifles, or sniper rifles.
Turian Discipline- Turian's use Intelligence instead of Wisdom for their Will saves.
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.
http://static2.wikia.nocookie.net/__cb20100110011332/masseffect/images/thumb/f/fe/New_Salarian_Races_Page_Image.png/250px-New_Salarian_Races_Page_Image.png
Ability Score Bonuses- +4 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom
Speed- 8 Squares
Traits- Choose one of the following.
Scholar- Choose two knowledge skills. They're both always class skills, but only gain skill training in one.
Espionage Training- Choose a single Infiltrator talent that you qualify for.
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.
http://static4.wikia.nocookie.net/__cb20100802195015/masseffect/images/thumb/f/fa/Races_Drell.PNG/150px-Races_Drell.PNG
Ability Score Bonuses- +2 Strength, +2 Dexterity, -2 Constitution
Speed- 6 squares
Eidetic Memory- Remember everything you have ever seen, without the need of a knowledge check.
Traits- Choose two of the following.
Rapid Movement- Increase speed to 8 squares.
Drell Assassin Training- Gain +2 on all Stealth and Deception skill checks.
Non-Citadel Races
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. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.
http://static2.wikia.nocookie.net/__cb20100802195647/masseffect/images/thumb/3/33/Races_Krogan.PNG/150px-Races_Krogan.PNG
Ability Score Bonuses- +4 Constitution, +4 Strength, -4 Charisma, -2 Dexterity
Speed- 6 squares
Bonus Feat- Gain a single bonus combat feat.
Traits- Choose one of the following.
Tuchanka Born- Gain +4 on all Fortitude saves to resist temperature effects, both hot and cold.
Even Tougher- For the purposes of Hp, your Constitution is considered to be +2 higher than it actually is.
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.
http://static1.wikia.nocookie.net/__cb20100802195730/masseffect/images/thumb/a/a5/Races_Quarian.PNG/150px-Races_Quarian.PNG
Ability Score Bonuses- +2 Dexterity, +2 Intelligence, -2 Constitution
Speed- 6 squares
Enviro Suit- Any Quarian that suffers a tear in their suit outside a specialized environment must make a DC 15 Fortitude save or move one step down the condition track.
Gearhead- Gain +2 on all Use Computer or Mechanics skill checks and you are always considered trained in their use.
Traits- Choose two of the following.
Migrant Fleet Military Training- When fighting aboard a starship or in close corridors (10 feet or less across), gain +1 attack and damage with all attacks and a +1 Dodge bonus to your Reflex Defense.
AI Expert- When working with a Droid or computer AI, gain +4 to your Mechanic or Use Computer checks.
Partially Acclimated- Reduce the Fortitude save needed for Enviro Suit for every class level you have, to a minimum of 5.
Combat Engineer- When using the Mechanics skill to deal damage with a Tech power, deal an additional 2 damage.
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 ubiquitous and paranoid government.
http://static1.wikia.nocookie.net/__cb20100802195461/masseffect/images/thumb/d/d7/Races_Batarian.PNG/150px-Races_Batarian.PNG
Ability Score Bonuses- +2 to any ability score of your choosing.
Speed- 6 squares
Bonus Feat- Batarian's gain Improved Defenses as a bonus feat.
Traits- Choose two of the following.
Pirate Training- Gain +2 on all Pilot and Endurance checks.
Batarian Brawler- Gain +2 to your strength score.
Colony Human
Physically, they're virtually the same as humans from the Systems Alliance. However, they have differing views regarding humanity's place in the galaxy, the military's role in government, and a general dislike of the Systems Alliance.
http://static4.wikia.nocookie.net/__cb20100802195207/masseffect/images/thumb/c/c6/Races_Human.PNG/150px-Races_Human.PNG
Ability Score Bonuses- +2 to any ability score of your choosing.
Speed- 6 squares
Bonus Feat- Colony humans start play with an additional bonus feat.
Colonizer- +2 to all Survival and Mechanics checks.
Separate From the Galaxy- All other races gain a -2 penalty on Diplomacy checks against Colony Humans.
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.
http://static4.wikia.nocookie.net/__cb20100802195829/masseffect/images/thumb/9/92/Races_Vorcha.PNG/150px-Races_Vorcha.PNG
Ability Score Bonuses- +4 Constitution, +2 Dexterity, -2 Intelligence, -2 Charisma
Speed- 6 squares
Minor Regeneration- All Vorcha heal at double the speed of other races.
Traits- Choose one of the following.
Major Regeneration- Replace Minor Regeneration with Fast Healing 1, healing 1 hp every round.
Evolved Resistance- Gain fire, acid, and shock resistance 5.
Other Races
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.
http://static2.wikia.nocookie.net/__cb20100802195612/masseffect/images/thumb/e/ef/Races_Geth.PNG/150px-Races_Geth.PNG
Ability Score Bonuses- +4 Intelligence, -2 Charisma
Speed- 6 squares
Droid- Geth are Droids and have all Droid advantages and disadvantages.
Traits- Choose two of the following.
Geth Prime- Increase size to Large, gaining a +2 bonus on all Bantha Rush maneuvers, replacing the +4 Intelligence with a +4 Strength, and taking a -1 penalty to your Reflex defense and stealth checks.
Geth Hopper- Reduce the Intelligence bonus to +2, gain a +2 Dexterity bonus, and gain +6 bonus on all jump checks.
Programmed Battle Systems- Gain the benefits of Migrant Fleet Military Training, Systems Alliance Military, or Turian Military Training.
Advanced Armor Protection- Gain Ion resistance 10.
Awakened Collector
The Collectors are an enigmatic race that live beyond the Omega 4 Relay, a mass relay within the same system as Omega, in the Terminus Systems. They are rarely seen in the Terminus itself, let alone Citadel space, and are generally regarded as a myth by Citadel citizens. Definite sightings of Collectors have been made on Omega every few centuries.
http://static3.wikia.nocookie.net/__cb20100802195536/masseffect/images/thumb/9/97/Races_Collector.PNG/150px-Races_Collector.PNG
Ability Score Bonuses- +2 Strength, +2 Dexterity, +2 Constitution, -4 Charisma
Speed- 6 squares, 4 squares of flight
Tough Skin- Gain a +2 natural armor reflex bonus.
Prothean
The Protheans are an ancient alien race which mysteriously vanished over 50,000 years ago. The Protheans arose from a single planet and developed an immense galaxy-wide empire encompassing many other spacefaring species. Not much is known about them, but many of their artifacts, ruins and technology have apparently survived the ages.
http://static1.wikia.nocookie.net/__cb20120306022146/masseffect/images/thumb/3/34/The_Prothean_Profile.png/150px-The_Prothean_Profile.png
Ability Score Bonuses- +2 Strength, +2 Charisma, -2 Wisdom
Speed- 6 squares
Bonus Feat- Gain Biotic Training as a bonus feat.
Natural Biotic-Gain +2 on all Biotic checks.
Psychometry- Prothean's gain +4 bonus on all Perception skill checks, but take a -2 penalty on all Persuasion skill checks.
Cyborg
While the most common cyborgs are human, virtually any race could replace enough of their physical body with robotic replacements to be considered a cyborg. The most common cyborgs are Cerberus made, though many races such as Quarian and the Collectors have cybernetic enhancements.
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Ability Score Bonuses- +4 Dexterity, +2 Strength, -2 Constitution, -2 Wisdom
Speed- 6 squares
Mechanic Vulnerability- Cyborg's take twice as much shock damage.
Plating- Gain a +2 natural armor bonus to your reflex defense.
Traits- Choose two of the following.
Speed Surge- Once per encounter, Cyborg's may drastically increase their speed, increasing their movement speed to 8 and allowing for one additional attack. Speed Surge takes both traits.
Sympathize- Gain +2 on all Persuasion and Deception on skill checks when dealing with robotic characters and you may use either of these skills when interacting with AI instead of Use Computer.
More Than Human- Gain Droid immunities. More than Human takes both traits.
Computer Brain- Choose one knowledge skill. You may take 20 when using that skill.
Synthetic
As an alternative to the Geth or Cyborg, there is a baseline Synthetic. They may have numerous physical forms, though the one used here is humanoid in appearance. Synthetics are essentially droids and are treated as such. Severe limits are placed on their processes to keep them from becoming sentient.
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Ability Score Bonuses- +4 Intelligence, +2 Dexterity, -4 Wisdom
Speed- 6 squares
Droid- Synthetics are Droids and have all Droid advantages and disadvantages.
Synthetic Armor- Synthetics cannot wear armor. Instead, select a single armor template from the list below. They must have the proficiency needed to wear the armor template or the same penalties apply as if they were a human wearing the armor type without proficiency. The armor costs nothing.
None- A simple template that has a +2 equipment bonus to reflex defense.
Light- +4 Reflex bonus, -2 check penalty, max Dex +5, normal speed.
Medium- +7 Reflex bonus, +2 Fortitude bonus, -5 check penalty, max Dex +3, -2 Speed.
Heavy- +9 Reflex bonus, +3 Fortitude, -10 check penalty, max Dex +1, -2 Speed, Reduced Running.
Unshackled- All Synthetic characters are considered Unshackled AI, capable of making their own decisions.
Traits- Choose one of the following.
Infiltration Unit- Gain +6 on all Deception checks to resemble another singular humanoid, such as a Turian female or human male. Reduce this bonus to +3 to resemble an alternative type to of mech, such as a servant or translator.
Modified LOKI Mech- The Synthetic Armor now comes with a SR Unit installed, the type of which is dependent on the type of armor.
None- SR 5 Unit
Light- SR 5 Unit
Medium- SR 10 Unit
Heavy- SR 15 Unit