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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.
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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.

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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.

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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

giles92
2014-02-09, 11:14 PM
Soldier


http://static2.wikia.nocookie.net/__cb20120415184458/masseffect/images/thumb/2/2a/Turian_MP.png/225px-Turian_MP.png
{TABLE=HEAD]Level | Base Attack Bonus | Class Features
1 | +1 | Defense Bonuses, Starting Feats, Starting Power
2 | +2 | Bonus Feat
3 | +3 | Talent
4 | +4 | Bonus Feat
5 | +5 | Talent
6 | +6 | Bonus Feat
7 | +7 | Talent
8 | +8 | Bonus Feat, Improved Defense Bonuses
9 | +9 | Talent
10 | +10 | Bonus Feat
11 | +11 | Talent
12 | +12 | Bonus Feat
13 | +13 | Talent, Improved Defense Bonuses
14 | +14 | Bonus Feat
15 | +15 | Talent
16 | +16 | Bonus Feat
17 | +17 | Talent
18 | +18 | Bonus Feat
19 | +19 | Talent
20 | +20 | Bonus Feat
[/TABLE]


Hit Points- Soldier's began play with 30 hp + their constitution modifier. At each level after first, they gain 1d10 (5 average) hp + their constitution modifier.

Starting Feats
Armor Prof. Light, Armor Prof. Medium, Weapon Prof. Pistols, Weapon Prof. Rifles, Weapon Prof. Simple Weapons

Defense Bonuses
1st Level- +2 Fortitude, +2 Reflex, +1 Will
8th Level- +4 Fortitude, +3 Reflex, +2 Will
13th Level- +5 Fortitude, +4 Reflex, +4 Will

Class Skills (Trained in 4+Int Modifier) Climb, Demolitions, Endurance, Initiative, Jump, Knowledge (Tactics), Mechanics, Perception, Ride, Survival, Swim, and Treat Injury.

Starting Power, Adrenaline Rush
Accelerate reflexes, giving time to both line up the perfect shot and even dodge bullets.
Action- Swift Skill- Endurance Duration- 2 Rounds Target- Self Cooldown- 3 Rounds
DC 15- +1 to all attacks and Reflex bonus.
DC 20- +2 to all attacks and Reflex bonus.
DC 25- +3 to all attacks and Reflex bonus.
DC 30- +4 to all attacks and Reflex bonus.
DC 35- +5 to all attacks and Reflex bonus.
Spend a Paragon point to increase the duration by an additional 2 rounds.
Spend a Renegade point to add the bonus x2 to all damage rolls for the duration of this power.

Bonus Feats
Soldier's may select the following as Bonus Feats; Armor Prof. Heavy, Burst Fire, Charging Shot, Combat Reflexes, Coordinated Attack, Double Attack, Dual Weapon Mastery, Dual Weapon Mastery II, Point Blank Shot, Precise Shot, Power Attack, Rapid Shot, Combat Training, and Armor Mastery. They may also use the feats from the following books.
KOR- Accelerated Strike, Critical Strike, Flurry, Power Blast
FU- Crossfire, Mighty Throw
SV- Staggering Attack, Tactical Advantage
CW- Artillery Shot, Flash and Clear, Flood of Fire
GW- Forceful Blast
LE- Autofire Assault
RE- Assured Attack, Prime Shot
GI- Stand Tall


Talents
Soldier's have access to the following talents for the Star Wars Saga Edition core rulebook; Armor Specialist, Commando, and Weapon Specialist. At level 8, they gain access to the Weapon Master and Gunner prestige class Talents. Also at level 8, the gain access to the following prestige class Talents from other books; Mandalorian Warrior (KOR), Pistoleer (SV), Outlaw (SV), Republic Commando (CW), and Fugitive Commander (LE).


Fitness
Increased Toughness- Gain Hit Points equal to your level of Soldier. This increases as your level does and may only be taken once.

Armor Training- Choose one type of armor you are proficient in, gaining a bonus with that armor type.
Light- +1 Reflex Equipment Bonus, +1 Max Dexterity Bonus
Medium- +1 Reflex Equipment Bonus, +1 Fortitude Equipment Bonus
Heavy- 2/DR
This talent may be chosen multiple times, each time selecting a different armor type.

Improved Armor Training (Must have Armor Training)- This talent stacks with Armor Training and you must select an armor type you already have Armor Training with.
Light- +2 Reflex Equipment Bonus
Medium- +1 Reflex Equipment Bonus, add Fortitude Equipment Bonus to Will saves.
Heavy- 5/DR
This talent may be chosen multiple times, each time choosing an additional armor type.

Weapon Training- Choose a single type of firearm, gaining a specific bonus with that firearm type.
Pistol- Increase the threat range of an attack of opportunity while wielding a pistol to 2 squares.
Shotgun- Increase the damage of any Shotgun attack made at point blank by 1d6.
Sub-Machine Gun- While suppressing an enemy with a sub-machine gun, you may make a single attack against that enemy, at a -10 penalty.
Rifle- Switch the weapon mode on a rifle as a free action, rather than a swift one.
Sniper Rifle-If you kill an enemy you aimed at with a Sniper Rifle, the next time you aim it only takes a single swift action.
This talent may be chosen multiple times, each time choosing a different weapon type.

Improved Weapon Training (Must have Weapon Training)- Choose a single type of firearm, gaining a specific bonus with that firearm type. The chosen weapon type must be one you already have Weapon Training with.
Pistol- Increase the threat range of an attack of opportunity while wielding a pistol to 4 squares.
Shotgun- Increase the damage of any Shotgun attack made at point blank by 1d10.
Sub-Machine Gun- While suppressing an enemy with a sub-machine gun, you may make a single attack against that enemy, at a -5 penalty.
Rifle- While in Adrenaline Rush, increase the damage done by rifles by +2.
Sniper Rifle-If you kill an enemy you aimed at with a Sniper Rifle, the next time you aim it only takes a free action.
This talent may be chosen multiple times, each time choosing a different weapon type.


Shock Trooper
Increase Grenade Count- Increase the number of Grenades you start with during an encounter by 1. This affects every Grenade power and may be taken up to 3 times.

Grant Ammo Power- Grant the benefits of an Ammo power to a single ally without having to spend a Paragon point. This talent may be taken twice, the second time increasing the number of allies who may be granted the power to two.

Dual Ammo Power- Use the benefits of two ammo powers at once. Each power must be activated separately and neither one can be an ammo power granted by an ally, nor can an ally be granted the benefits of both powers.

Debilitating Shot- Any enemy hit by Concussive Shot or Carnage has their Reflex defense lowered by 2 until the end of your next turn.


Adept


http://static4.wikia.nocookie.net/__cb20120415182945/masseffect/images/thumb/5/52/Asari_MP.png/225px-Asari_MP.png
{TABLE=HEAD]Level | Base Attack Bonus | Class Features
1 | +0 | Defense Bonuses, Starting Feats, Starting Power
2 | +1 | Bonus Feat
3 | +2 | Talent
4 | +3 | Bonus Feat
5 | +3 | Talent
6 | +4 | Bonus Feat
7 | +5 | Talent
8 | +6 | Bonus Feat, Improved Defense Bonuses
9 | +6 | Talent
10 | +7 | Bonus Feat
11 | +8 | Talent
12 | +9 | Bonus Feat
13 | +9 | Talent, Improved Defense Bonuses
14 | +10 | Bonus Feat
15 | +11 | Talent
16 | +12 | Bonus Feat
17 | +12 | Talent
18 | +13 | Bonus Feat
19 | +14 | Talent
20 | +15 | Bonus Feat
[/TABLE]

Hit Points- Adept's began play with 18 hp + their constitution modifier. At each level after first, they gain 1d6 (3 average) hp + their constitution modifier.

Starting Feats
Biotic Training, Weapon Prof. Pistols, and Weapon Prof. Simple Weapons

Defense Bonuses
1st Level- +0 Fortitude, +2 Reflex, +3 Will
8th Level- +1 Fortitude, +3 Reflex, +5 Will
13th Level- +2 Fortitude, +5 Reflex, +7 Will

Class Skills (Trained in 5+Int Modifier) Acrobatics, Deception, Initiative, Jump, Knowledge Social Sciences, Knowledge Galactic Lore, Perception, Persuasion, Treat Injury, Use Computer, and Use Biotics.

Starting Power, Warp
Rip your target apart at a molecular level.
Action- Standard Skill- Use Biotics Duration- Instant Target- One Enemy Cooldown- 2 Rounds
DC 15- Deal 6 damage and stops all health recovery for 3 rounds. Deals double damage to ASR.
DC 20- Deal 10 damage and stops all health recovery for 3 rounds. Deals double damage to ASR.
DC 25- Deal 14 damage and stops all health recovery for 3 rounds. Deals double damage to ASR.
DC 30- Deal 18 damage and stops all health recovery for 3 rounds. Deals double damage to ASR.
DC 35- Deal 22 damage and stops all health recovery for 3 rounds. Deals double damage to ASR.
Spend a Paragon point to increase to also hit any enemies adjacent to the target.
Spend a Renegade point to deal any leftover damage from breaking an enemy's shield to their health.

Bonus Feats
Adepts may select the following as Bonus Feats; Armor Prof. Light, Combat Reflexes, Dodge, Extra Second Wind, Improved Defenses, Linguist, Melee Defense, Skill Training, Toughness, Take Cover, Take Quick Cover, and Biotic Training. They may also use the feats from the following books.
KOR Quick Skill
FU Bad Feeling, Informer, Rapport
SV Burst of Speed, Lightning Draw
cw Experienced Medic, Unwavering Resolve
RE Moving Target
GW Fight Through the Pain, Force of Personality
GI Indomitable Personality, Recurring Success, Silver Tongue
UR Acrobatic Dodge, Elder's Knowledge, Targeted Area


Talents
Adepts have access to the following talents for the Star Wars Saga Edition core rulebook; Influence, Inspiration, and Fortune. At level 8, they gain access to the Mastermind and Gunslinger prestige class Talents. Also at level 8, the gain access to the following prestige class Talents from other books; Medical Secrets (FU), Pistoleer (SV), Trickery (SV), Vanguard (CW), Procurement (RE).


Biotic Mastery
Biotic Resistance- Reduce all Biotic damage taken by 10. This talent may be taken twice.

Biotic Resistance II (Requires Biotic Resistance)- When targeted by a Biotic power, make a will save with a DC equal to the enemy's Use Biotics roll. If successful, negate any additional penalties besides damage that power would inflict, such as reduced movement, draining health, or moving down the condition track.

Biotic Blast- As a standard action, shoot a simple blast of biotic energy. This is a ranged attack that has no critical multiplier and a maximum range of 20 squares. It deals damage according to a Use Biotics rolls. This attack can be augment with Weapon Focus and other similar feats.
DC 15- 1d6, DC 20- 1d8, DC 25- 1d12, DC 30- 2d6, DC 35- 3d6

Biotic Shielding- Gain a Biotic SR of 5, that can be turned off and on as a free action. This talent may be taken up to 4 times, for a maximum of 20.

Biotic Shielding II (Requires Biotic Shielding)- As a full-round action, completely restore your Biotic SR to maximum.


Bastion
Biotic Savant- When you first take this talent, choose two Biotic powers besides Warp. Reduce the Cooldown on both powers by 1 round, to a minimum of 0, but this only lasts until both powers are used. This talent may only be used once per encounter, but can be chosen multiple times, each time choosing two different powers.

Improved Warp- Warp now deals double damage to both Armor Shield Rating and Biotic Shield Rating.

Improved Singularity II (Requires Improved Warp)- If Warp breaks an enemy's SR and reduces it to 0, it now also moves them 1 step down the condition track.

Charge Biotics- By spending a move action, charge a single damaging biotic power. That power now deals 6 additional base damage. If a Biotic Power deals two types of damage or deals damage at different times, you choose when the additional 6 is dealt. This talent may be taken three times, each additional time increasing the damage by 4, to a maximum of 14.



Engineer


http://static3.wikia.nocookie.net/__cb20120415184006/masseffect/images/thumb/0/0c/Quarian_MP.png/225px-Quarian_MP.png
{TABLE=HEAD]Level | Base Attack Bonus | Class Features
1 | +0 | Defense Bonuses, Starting Feats, Starting Power
2 | +1 | Bonus Feat
3 | +2 | Talent
4 | +3 | Bonus Feat
5 | +3 | Talent
6 | +4 | Bonus Feat
7 | +5 | Talent
8 | +6 | Bonus Feat, Improved Defense Bonuses
9 | +6 | Talent
10 | +7 | Bonus Feat
11 | +8 | Talent
12 | +9 | Bonus Feat
13 | +9 | Talent, Improved Defense Bonuses
14 | +10 | Bonus Feat
15 | +11 | Talent
16 | +12 | Bonus Feat
17 | +12 | Talent
18 | +13 | Bonus Feat
19 | +14 | Talent
20 | +15 | Bonus Feat
[/TABLE]

Hit Points- Engineer's began play with 24 hp + their constitution modifier. At each level after first, they gain 1d8 (4 average) hp + their constitution modifier.

Starting Feats
Tech Training, Weapon Prof. Rifles, Armor Prof. Light, Weapon Prof. Omni-Blade, and Weapon Prof. Simple Weapons

Defense Bonuses
1st Level- +2 Fortitude, +1 Reflex, +2 Will
8th Level- +4 Fortitude, +3 Reflex, +3 Will
13th Level- +6 Fortitude, +4 Reflex, +5 Will

Class Skills (Trained in 6+Int Modifier) Climb, Demolitions, Endurance, Gather Information, Knowledge (Any), Mechanics, Perception, Pilot, Ride, Stealth, Treat Injury, and Use Computer.

Starting Power, Overload
Shut down an enemy's shields, leaving them vulnerable to an attack.
Action- Standard Skill- Mechanics Duration- Instant Target- One Enemy Cooldown- 2 Rounds
DC 15- Reduces ASR to 0 and destroys 2 points of DR. Deals 6 damage to synthetics or unattended mechanical objects.
DC 20- Reduces ASR to 0 and destroys 3 points of DR. Deals 8 damage to synthetics or unattended mechanical objects.
DC 25- Reduces ASR to 0 and destroys 4 points of DR. Deals 10 damage to synthetics or unattended mechanical objects.
DC 30- Reduces ASR to 0 and destroys 5 points of DR. Deals 12 damage to synthetics or unattended mechanical objects.
DC 35- Reduces ASR to 0 and destroys 6 points of DR. Deals 14 damage to synthetics or unattended mechanical objects.
Spend a Paragon point to double the damage done to unattended mechanical objects.
Spend a Renegade point to also target attended mechanical objects, such as weapons or armor.

Bonus Feats
Engineers may select the following as Bonus Feats; Armor Prof. Medium, Burst Fire, Point Blank Shot, Far Shot, Tech Training, Melee Defense, Improved Disarm, Skill Training, Fire Over Cover, Armor Mastery, Skill Focus, Precise Shot, Vehicular Combat, Toughness. They may also use the feats from the following books.
KOR Gearhead
FO Angled Throw, Scavenger, Recall
SG Tech Specialist
SV Hasty Modification, Signature Device, Superior Tech
CW Droidcraft, Expert Droid Repair
GW Forceful Blast, Mission Specialist, Predictive Defense
GI Brilliant Defense
UR Hold Together, Hyperblazer


Talents
Engineers have access to the following talents for the Star Wars Saga Edition core rulebook; Slicer, Spacer, and Fringer. At level 8, they gain access to the Expert Pilot and Gunner prestige class Talents. Also at level 8, the gain access to the following prestige class Talents from other books; Privateer (FU), Advanced Medicine (FU), Sabotage (FU), Military Engineer (CW), Improviser (RE).


Omni-Tool Mastery
Omni-Blade- Increase the base damage of your Omni-Blade from 2d4 to 2d6. This talent may be chosen up to three times, each time increasing the damage by +2.

Omni-Blade II (Requires Omni-Blade)- Choose cryo, electric, or fire damage. Charge your Omni-Blade as a free action, dealing an additional 1d6 of that damage type. This talent may be chosen more than once, each time choosing a different energy type. Omni-Blades cannot have more than one energy active at a time.

Omni-Blade III (Requires Omni-Blade 2)- When dealing energy damage with your Omni-Blade the enemy suffers an additional effect dependent on the energy used.
Cryo- The enemy is slowed, reducing their movement speed by 1 square.
Electric- Move synthetics or mechanical objects one step down on the condition track.
Fire- Organic enemies catch on fire, dealing them 2 additional damage for the next two rounds.

Personalized Omni-Tool- After one hour and a DC 15 Use Computers check, an Omni-Tool becomes uniquely yours. Gain two of the following benefits when using that Omni-Tool. These benefits may be changed, but only after an additional hour and a DC 20 Use Computers check.
Increase Range- Increase the range that an Omni-Tool can allow you to make Use Computer checks by an additional 2 squares.
Knowledge Bank- Choose two knowledge skills. Your Omni-Tool can take 15 on those skills, instead of 10.
Mechanic Scanning- Gain half the Omni-Tool's Use Computer bonus on Mechanics skill checks.
Physical Configuration- When using the Omni-Tool as a more than one type of object, switch between them as a free action rather than a swift action.
Drain Power- Transfer power from your Omni-Tool into ASR. By turning your Omni-Tool off for the rest of the encounter, immediately restore ASR to maximum.
Hardened Tool- Increase your Omni-Tools hit points by 10.


Demolisher
Drone Mastery- Increase the Hp of all Drones by 6. This talent may be taken up to three times, each time increasing the hp by an additional 6.

Mechanical Mind- When you first take this talent, choose one Tech power that has Use Computer as the relevant skill. When using that power, you may substitute Mechanics for Use Computer. This talent may be taken multiple times, each time choosing a different power.

Improved Overload- When spending a Paragon or Renegade point to improve the effect of Overload, improve it even more.
Paragon Point- Deal double damage to Synthetics as well as unattended mechanical objects.
Renegade- If Overload destroys equipment an enemy is holding, it explodes dealing 8 damage to the enemy.

Explosive Overload (Requires Overload)- When Overload reduces destroys an enemy shields, deal 4 damage for every 5 points of SR removed.



Infiltrator


http://static3.wikia.nocookie.net/__cb20120415184050/masseffect/images/thumb/b/ba/Salarian_MP.png/225px-Salarian_MP.png
{TABLE=HEAD]Level | Base Attack Bonus | Class Features
1 | +1 | Defense Bonuses, Starting Feats, Starting Power
2 | +2 | Bonus Feat
3 | +3 | Talent
4 | +4 | Bonus Feat
5 | +5 | Talent
6 | +6 | Bonus Feat
7 | +7 | Talent
8 | +8 | Bonus Feat, Improved Defense Bonuses
9 | +9 | Talent
10 | +10 | Bonus Feat
11 | +11 | Talent
12 | +12 | Bonus Feat
13 | +13 | Talent, Improved Defense Bonuses
14 | +14 | Bonus Feat
15 | +15 | Talent
16 | +16 | Bonus Feat
17 | +17 | Talent
18 | +18 | Bonus Feat
19 | +19 | Talent
20 | +20 | Bonus Feat
[/TABLE]

Hit Points- Infiltrator's began play with 24 hp + their constitution modifier. At each level after first, they gain 1d8 (4 average) hp + their constitution modifier.

Starting Feats
Weapon Prof. Rifles, Armor Prof. Light, , Weapon Prof. Simple Weapons, and Point Blank Shot.

Defense Bonuses
1st Level- +1 Fortitude, +3 Reflex, +1 Will
8th Level- +2 Fortitude, +5 Reflex, +2 Will
13th Level- +3 Fortitude, +7 Reflex, +3 Will

Class Skills (Trained in 5+Int Modifier) Acrobatics, Climb, Jump, Gather Information, Knowledge Physical Sciences, Knowledge Tactics, Knowledge Technology, Mechanics, Perception, Pilot, Ride, Stealth, Treat Injury, and Use Computer.

Starting Power, Tactical Cloak
Become invisible for a short time.
Action- Swift Skill- Stealth Duration- N/A Target- Self Cooldown- 3 Rounds
DC 15- Become invisible for 1 round. Invisibility grants total concealment, a +20 bonus on stealth checks, and all enemies are considered flat-footed. Shields or health cannot regenerate while invisible and invisibility is canceled if you're hit.
DC 20- Become invisible for 2 rounds.
DC 25- Become invisible for 3 rounds.
DC 30- Become invisible for 4 rounds.
DC 35- Become invisible for 5 rounds.
Spend a Paragon point to increase the duration by an additional round.
Spend a Renegade point to increase the damage done with melee attacks while invisible by +4.

Bonus Feats
Infiltrator's may select the following as Bonus Feats; Acrobatic Strike, Careful Shot, Deadeye, Dodge, Far Shot, Mobility, Precise Shot, Quick Draw, Rapid Shot, Skill Focus, Sniper, Tech Training, Combat Training, and Weapon Focus. They may also use the feats from the following books.
KOR Accelerated Strike, Critical Strike, Sniper Shot,
SV Deceptive Drop, Lightning Draw, Deadly Sniper, Desperate Gambit
LE Autofire Assault, Autofire Sweep, Fatal Hit
RE Prime Shot
GW Steadying Position
GI Distrurbing Presence, Hobbling Strike, Master of Disguise
UR Combat Trickery


Talents
Infiltrators have access to the following talents for the Star Wars Saga Edition core rulebook; Misfortune, Camouflage, and Awareness. At level 8, they gain access to the Bounty Hunter and Gunslinger prestige class Talents. Also at level 8, the gain access to the following prestige class Talents from other books; Melee Duelist (KOR), Infiltration (FU), Assassin (SV), Carbineer (LE), Sharpshooter (GW).
Choose either Fitness or Omni-Tool Mastery as a bonus talent.


Agent
Deadly Momentum- If you kill an enemy while invisible, increase the duration of Tactical Cloak by an additional round.

Assassin Combo (Requires Deadly Momentum)- Immediately gain a second wind if you kill at least 3 enemies while Tactical Cloak is active. This talent may be taken up to 3 times, each time increasing the hp restored by 6.

Disruptive Cloak- While Tactical Cloak is active, any enemy you hit with an attack immediately adds 1 round to their Cooldown duration.

Unseen Agent (Requires Disruptive Cloak)- If you kill an enemy while Tactical Cloak is active, all enemies within 6 squares must immediately take a Will save with a DC equal to the attack roll that killed that last enemy or take a -1 penalty on all rolls for the next 2 rounds. This talent may be taken up to five times, each time increasing the range, penalty, and duration of this effect by 1.




Sentinel


http://static1.wikia.nocookie.net/__cb20120415183852/masseffect/images/thumb/6/66/Krogan_MP.png/225px-Krogan_MP.png
{TABLE=HEAD]Level | Base Attack Bonus | Class Features
1 | +0 | Defense Bonuses, Starting Feats, Starting Power
2 | +1 | Bonus Feat
3 | +2 | Talent
4 | +3 | Bonus Feat
5 | +3 | Talent
6 | +4 | Bonus Feat
7 | +5 | Talent
8 | +6 | Bonus Feat, Improved Defense Bonuses
9 | +6 | Talent
10 | +7 | Bonus Feat
11 | +8 | Talent
12 | +9 | Bonus Feat
13 | +9 | Talent, Improved Defense Bonuses
14 | +10 | Bonus Feat
15 | +11 | Talent
16 | +12 | Bonus Feat
17 | +12 | Talent
18 | +13 | Bonus Feat
19 | +14 | Talent
20 | +15 | Bonus Feat
[/TABLE]

Hit Points- Sentinel's began play with 30 hp + their constitution modifier. At each level after first, they gain 1d10 (5 average) hp + their constitution modifier.

Starting Feats
Weapon Prof. Rifles, Armor Prof. Light, Armor Prof. Medium, Armor Prof. Heavy, Weapon Prof. Pistols, and Weapon Prof. Simple Weapons.

Defense Bonuses
1st Level- +4 Fortitude, +0 Reflex, +1 Will
8th Level- +6 Fortitude, +1 Reflex, +2 Will
13th Level- +8 Fortitude, +2 Reflex, +3 Will

Class Skills (Trained in 4+Int Modifier) Climb, Endurance, Gather Information, Jump, Knowledge Tactics, Knowledge Life Science, Mechanics, Persuasion, Ride, Survival, Treat Injury, Use Computer, and Use Biotics.

Starting Power, Tech Armor
Generate an energy armor suit.
Action- Swift Skill- Mechanics Duration- N/A Target- Self Cooldown- 2 Rounds
DC 15- Gain 10 points of armor, which acts as temporary hp. This power ends when all armor points are gone.
DC 20- Gain 15 points of armor, which acts as temporary hp.
DC 25- Gain 20 points of armor, which acts as temporary hp.
DC 30- Gain 25 points of armor, which acts as temporary hp.
DC 35- Gain 30 points of armor, which acts as temporary hp.
Spend a Paragon point to increase the armor by an additional 10 points.
Spend a Renegade point to gain DR 3/ while Tech Armor is active.

Bonus Feats
Sentinels may select the following as Bonus Feats; Bantha Rush, Burst Fire, Armor Mastery, Improved Armor Mastery, Extra Second Wind, Improved Defenses, Improved Damage Threshold, Melee Defense, Power Attack, Powerful Charge, Shake It Off, Tech Training, Biotic Training, and Toughness. They may also use the feats from the following books.
KOR Conditioning
SV Resurgence, Stay Up
CW Flash and Clear, Overwhelming Attack, Wary Defender
LE Autofire Assault, Autofire Sweep, Zero Range
RE Fast Surge, Unstoppable Combatant, Vitality Surge
GW Battering Attack, Fortifying Recovery
GI Meat Shield
UR Heavy Hitter


Talents
Infiltrators have access to the following talents for the Star Wars Saga Edition core rulebook; Leadership, Lineage, and Armor Specialist. At level 8, they gain access to the Weapon Master and Military Tactics prestige class Talents. Also at level 8, the gain access to the following prestige class Talents from other books; Enforcer (FU), Piracy (SV), Protection (LE), Pathfinder (RE), and Squad Leader (GW).
Choose either Biotic Mastery or Omni-Tool Mastery as a bonus talent.


Guardian
Dual Power- Choose a damaging tech and biotic power that you have. You may use both those powers as a full-round action, adding their Cooldowns together to get the final Cooldown. This talent may be selected multiple times, each time choosing a different set of powers.

Dual Power II (Requires Dual Power)- Dual Power may now be used as a standard action, rather than a full-round one.

Bulwark- Gain bonus hp equal to the number of Tech and Biotic powers you have.

Armored Biotic- Reduce the armor penalty to Use Biotics by 2. This talent may be taken three times, the second time reducing the penalty by 5 and the third time by 10.



Vanguard


http://static4.wikia.nocookie.net/__cb20120415183336/masseffect/images/thumb/a/ad/Drell_MP.png/225px-Drell_MP.png
{TABLE=HEAD]Level | Base Attack Bonus | Class Features
1 | +1 | Defense Bonuses, Starting Feats, Starting Power
2 | +2 | Bonus Feat
3 | +3 | Talent
4 | +4 | Bonus Feat
5 | +5 | Talent
6 | +6 | Bonus Feat
7 | +7 | Talent
8 | +8 | Bonus Feat, Improved Defense Bonuses
9 | +9 | Talent
10 | +10 | Bonus Feat
11 | +11 | Talent
12 | +12 | Bonus Feat
13 | +13 | Talent, Improved Defense Bonuses
14 | +14 | Bonus Feat
15 | +15 | Talent
16 | +16 | Bonus Feat
17 | +17 | Talent
18 | +18 | Bonus Feat
19 | +19 | Talent
20 | +20 | Bonus Feat
[/TABLE]

Hit Points- Vanguard's began play with 30 hp + their constitution modifier. At each level after first, they gain 1d10 (5 average) hp + their constitution modifier.

Starting Feats
Armor Prof. Light, Armor Prof. Medium, Weapon Prof. Pistols, Weapon Prof. Advanced Melee Weapons, and Weapon Prof. Simple Weapons.

Defense Bonuses
1st Level- +1 Fortitude, +2 Reflex, +2 Will
8th Level- +2 Fortitude, +3 Reflex, +4 Will
13th Level- +3 Fortitude, +5 Reflex, +5 Will

Class Skills (Trained in 3+Int Modifier) Acrobatics, Endurance, Initiative, Jump, Knowledge Tactics, Perception, Survival, Swim, and Use Biotics.

Starting Power, Charge
Use biotics to augment speed and strength, charging across the battlefield.
Action- Standard Skill- Use Biotics Duration- Instant Target- One Enemy Cooldown- 2 Rounds
DC 15- Target a single enemy, moving up to 8 squares in their direction, ignoring anything less than total cover. At the end, make a single melee attack, dealing 1d6 damage + double your strength bonus. The enemy must make a Fortitude save with a DC equal to your Use Biotics roll or lose their next standard action.
DC 20- Increase the damage to 1d8 and the DC by +2.
DC 25- Increase the damage to 2d6 and the DC by +3.
DC 30- Increase the damage to 3d6 and the DC by +4.
DC 35- Increase the damage to 4d6 and the DC by +5.
Spend a Paragon point to increase the also make the enemy lose their next movement action in addition to their next standard action.
Spend a Renegade point to increase the damage by +6.

Bonus Feats
Sentinels may select the following as Bonus Feats; Bantha Rush, Cleave, Combat Reflexes, Dodge, Combat Training, Biotic Training, Double Attack, Improved Charge, Martial Arts, Martial Arts II, Martial Arts III, Might Swing, Mobility, and Power Attack. They may also use the feats from the following books.
SV Burst of Speed,
CW Overwhelming Attack
LE Feat of Strength
RE Deft Charge,
GW Destructive Force, Never Surrender, Resilient Strength, Staggering Attack, Martial Arts Feats
GI Wookie Grip
UR Frightening Cleave, Maniacal Charge


Talents
Vanguard's have access to the following talents for the Star Wars Saga Edition core rulebook; Brawler, Weapon Specialist, and Survivor. At level 8, they gain access to the Weapon Master and Bounty Hunter prestige class Talents. Also at level 8, the gain access to the following prestige class Talents from other books; Gladiator (KOR), Critical Mastery (FU), Melee Specialist (CW), Martial Arts Forms (GW), Unarmed Mastery (GW) .
Choose either Biotic Mastery or Fitness as a bonus talent.


Champion
Biotic Strength- As a swift action, make a Use Biotics check, gaining a temporary strength bonus for the rest of the round.
DC 15 +1, DC 20 +2, DC 25 +3, DC 30 +4, DC 35 +5.

Biotic Strength II (Requires Biotic Strength)- Increase the total strength bonus increase of Biotic Strength by +1. This talent may be taken twice.

Spiked Charge- Charge now deals penetrating damage, ignoring Armor Points, Biotic Shielding, or Armor Shielding. This talent may be taken three times, each time choosing a different type of defense to ignore.

Restoring Charge- Restore 5 points of shielding at the end of a successful Charge. This talent may taken three times, each time increasing the amount of shielding restored by 5.

giles92
2014-02-10, 12:19 AM
Reserved for Mass Effect Homebrew Equipment

giles92
2014-02-10, 12:20 AM
Reserved for Mass effect homebrew prestige classes

giles92
2014-02-10, 12:26 AM
Reserved for Mass Effect Homebrew powers

giles92
2014-02-10, 12:28 AM
Reserved for Mass Effect Homebrew settings.

giles92
2014-02-10, 12:32 AM
Most feats from Star Wars Saga edition should transfer fairly well. The feats described below are purely for the Mass Effect Universe.


Use Biotics Skill

Use Biotics replaces Use the Force in the Mass Effect Universe. Biotics can be used to manipulate physical objects. Unlike the force, it requires a functioning hand and emits a blue glow. There is no real range limit to using Biotics except the ability to see whatever it is the user happens to be targeting. In general, Biotics can only be used to move unattended objects.
DC 10- Manipulate 1 lb of material.
DC 15- Manipulate 10 lbs of material.
DC 20- Manipulate 30 lbs of material.
DC 25- Manipulate 100 lbs of material.
DC 30- Manipulate 250 lbs of material.
DC 35- Manipulate 500 lbs of material.
DC 40- Manipulate 1000 lbs of material.
DC 45- Manipulate 2000 lbs of material.

General Feats

Biotic Training
Gain 2 Biotic Powers. This feat can be taken multiple times.

Tech Training
Gain 2 Tech Powers. This feat can be taken multiple times.

Combat Training
Gain 2 Combat Powers. This feat can be taken multiple times.

Military Background
Prerequisite- Level 1, no other Background feat
Gain +3 on all Knowledge Tactics and Perception checks.

Criminal Background
Prerequisite- Level 1, no other Background feat
Gain +3 on all Deception and Stealth checks.

Spacer Background
Prerequisite- Level 1, no other Background feat
Gain +3 on all Mechanics and Pilot Checks.

Colony Background
Prerequisite- Level 1, no other Background feat
Gain +3 on all Survival and Endurance checks.

Homeworld Background
Prerequisite- Level 1, no other Background feat
Gain +3 on the single skill of your choice.

Reduce Cooldown
Lower the cooldown of a singular power you have by 1 round, to a minimum of 1 round.

Extend Power
Increase the duration of a power that targets yourself by 1 round.



Combat Feats

Armor Mastery
Prerequisite- BAB +1
Choose one armor type that you are proficient in. Add 1/2 the armor bonus to your reflex defense, rounded down, or 1/2 your level Heroic Level, whichever is lower. This feat may be selected multiple times, each time selecting a different armor type.

Improved Armor Mastery
Prerequisite- BAB +5
Choose one armor type that you are proficient in. Add it's full armor bonus to your reflex defense. This stacks with the bonus provided by your Heroic Level. This feat may be selected multiple times, each time selecting a different armor type.

Take Cover
Prerequisite- BAB +1
Improved the Reflex Bonus granted by cover by +2.

Improved Take Cover
Prerequisite- BAB +5, Take Cover
Improved the Reflex Bonus granted by cover by +4. This does not stack with bonus provided by Take Cover

Take Quick Cover
Prerequisite- BAB +1
During the first round of combat, even a surprise round, make an immediate action to move to cover within 2 squares. This costs your next available movement action.

Advance to Cover
Prerequisite- BAB +1
Quickly roll from one cover to another. As a movement action, you may move your speed -2 from one spot of cover to another, without triggering attacks of opportunity.

Pop From Cover
Prerequisite- BAB +1
As a standard action move one square out of cover, make a ranged attack or used a ranged power, and immediately back into your starting square.

Fire Over Cover
Prerequisite- BAB +1
If an enemy in cover attacked you or an ally within 4 squares during their last turn, their bonus to cover is reduced by -5, to a minimum of 0.

Improved Fire Over Cover
Prerequisite- BAB +5, Fire Over Cover
If an enemy in cover attacked you or an ally within 6 squares during their last two turns, their bonus to cover is reduced by -10, to a minimum of 0.

Mastered Fire Over Cover
Prerequisite- BAB +10, Improved Fire Over Cover
If an enemy in cover attacked you or an ally within 8 squares during their last three turns, their bonus to cover is reduced to 0, unless they have total cover.


This is just a barebones list so far. More to come soon!

Lentrax
2014-02-10, 01:19 AM
Out of curiosity, did you know about this? (http://masseffectd20.freeforums.org)

It is pretty well done, and covers about anything you could need.

giles92
2014-02-10, 03:24 AM
Out of curiosity, did you know about this? (http://masseffectd20.freeforums.org)

It is pretty well done, and covers about anything you could need.

I did. Didn't like it very much, which is actually one of the reasons why I decided to do this.

Lentrax
2014-02-10, 03:27 AM
Fair enough. Just thought I'd ask, since there are a lot of people who don't know about it.

I do look forward to seeing how you handle everything using the SE ruleset.