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Mass Effect Saga Conversion

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    Mass Effect Universe Conversion for the Star Wars

    Saga Edition Ruleset (D20)

    Version 0.1

    Created By Madadh ([email protected])

    As always Star Wars and all rights are reserved by Lucas Arts. D20 and the Saga ruleset are

    property of Wizards of the Coast. Mass Effect and related characters are property of Bioware.

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    Races

    Asari Species Traits

    Ability Modifiers:-2 Strength, +2 Wisdom, +2 Charisma. Asari are not known for their physical

    power but they gain great insight through their long life spans and possess an strange appeal to

    virtually every race in the galaxy.

    Medium Size:As Medium creatures, Asari have no special bonuses or penalties due to their

    size.

    Speed:Asari base speed is 6 squares.

    Natural Biotics:All Asari are considered to have the Biotic Implants feat. However, biotic abilityis a naturally occurring talent among all Asari and does not require implants or surgery to

    function.

    Batarian Species Traits

    Ability Modifiers: None

    Medium Size:As Medium creatures, Batarians have no special bonuses or penalties due to

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    their size.

    Speed:Batarian base speed is 6 squares.

    Hard Life: Life isnt easy for most Batarians and as such they learn to take a beating, giving

    them a +2 bonus to Fortitude Defense

    Superior Vision:Batarians four eyes give them excellent vision. They may re-roll any

    Perception checks involving sight, keeping the better result.

    Bonus Feat:Spending their lives as part of a strict caste system that influences both their

    religion and government Batarians gain Skill Training (Knowledge: Bureaucracy) as a bonus feat.

    Drell Species Traits

    Ability Modifiers: +2 Strength, -2 Constitution. Extremely dense muscle fiber gives the drell a

    wiry strength, but they are not known for their hardiness and have difficulty adapting to

    environments dissimilar from their lost homeworld.

    Medium Size:As Medium creatures, Drell have no special bonuses or penalties due to their

    size.

    Speed:Drell base speed is 6 squares.

    Eidetic Memory:Drell remember every moment of their lives with perfect clarity. They may

    always take 20 on any Knowledge skill that they are trained in. This is an exception to the normal

    rules regarding Knowledge skills.

    Dark-vision:Drell ignore concealment (including total concealment) from darkness, however

    they cannot perceive color in total darkness. Due to modificatio

    ns provided by the Hanar most drell are capable of seeing well into the infra-red spectrum.

    Elcor Species Traits

    Ability Modifiers:+4 Strength, -4 Dexterity. Due to the high gravity of their homeworld the Elcor

    possess massive strength, but are physiologically incapable of rapid movement.

    Medium Size:As Medium creatures, Elcor have no special bonuses or penalties due to their

    size.

    Speed:Elcor base speed is 4 squares.

    Quadruped:While technically possessing hands and feet, the Elcor support themselves on all

    four limbs, providing all the benefits of a four legged creature including increased stability and

    carrying capacity.

    Thick Hide:+2 natural armor bonus to Ref defense, this stacks with worn armor. Elcor have

    extremely thick hides that make them difficult to harm even with conventional weapons.

    VI Experts:Their extremely slow movement and naturally conservative nature have made it

    necessary for the Elcor to utilize complex VI programs for many tasks from warfare to piloting.

    Elcor may re-roll any Use Computer check, but must accept the second result even if it is lower.

    Limited Manual Dexterity:Elcor do not gain Weapon Prof (Pistol, Rifle) at character creation

    and cannot utilize any ranged weapon of medium size or smaller.

    Hanar Species Traits:

    Ability Modifiers: -2 Strength, +2 Wisdom. Hanar physiology gives them limited strength but as

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    a people they are known for their deep spirituality and philosophical nature.

    Medium Size: As Medium creatures, Hanar have no special bonuses or penalties due to their

    size.

    Speed:Hanar base speed is 6 squares (hover). Using mass effect fields to move out of water a

    Hanar never actually touches the ground, instead levitating just above it.

    Swim Speed: Naturally aquatic Hanar have a swim speed of 6 squares and automatically passany swim check. In addition a Hanar can never drown.

    Multi-Limbed:Possessing six tentacles ending in three smaller fingers Hanar can manipulate

    and hold up to six items of no larger than Small size and a maximum weight of 1 kg. In addition

    they gain a +4 to all grapple checks.

    Contact Poison:Much like the jellyfish of Earth, Hanar can sting with their tentacles. A Hanar

    may make a melee attack against a targets Fort Def (this attack gains a +2 bonus). If this attack

    hits the target is moved one step down the condition track.

    Krogan Species Traits:

    Ability Modifiers:+2 Strength, -2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma. Kroganare well known as nigh unstoppable powerhouses, but not for their agility or deep insights, and

    especially not for their diplomacy.

    Medium Size:As Medium creatures, Krogan have no special bonuses or penalties due to their

    size.

    Speed: Krogan base speed is 6 squares.

    Extreme Endurance: Krogans possess numerous redundant organs and almost miraculous

    regenerative abilities making them capable of healing from almost any injury. A Krogan heals at

    double the normal rate, in addition whenever taking a second wind he gains additional hit points

    equal to his Con bonus.

    Bonus Feat: Thanks to their decentralized nervous system Krogan are not deterred by pain in

    the same manner as other races and thus gain Improved Damage Threshold as a bonus feat.

    Superior Defenses:Krogans have adapted to the extremely harsh environment of Tuchanka

    and gain a +1 species bonus to all of their defenses.

    Quarian Species Traits:

    Ability Modifiers:+2 Dexterity, -2 Constitution, +2 Intelligence. Quarians are extremely agile and

    possessing a keen intelligence, but centuries of living aboard sterile starships has greatly

    damaged their sensitive immune systems.

    Medium Size:As Medium creatures, Quarians have no special bonuses or penalties due to

    their size.

    Speed: Quarian base speed is 6 squares.

    Conditional Bonus Feat:Quarians are adept at all manner of technology due to natural ability

    and the necessity of their living conditions. Any Quarian trained in Mechanics gains Skill Focus

    (Mechanics) as a bonus feat.

    Computer Savvy:A Quarian trained in Use Computer may re-roll any result, but must accept

    the new roll even if it is lower.

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    Immuno-deficiency: The Quarian immune system is unique in that it adapts to outside

    pathogens rather than combating them outright. Unfortunately time spent aboard sterile starships

    has damaged this delicate system. All Quarians must wear a sealed environment suit to prevent

    foreign bacteria and viruses from triggering a severe, and possibly fatal, allergic reaction. A

    Quarian that is exposed to an unsterilized environment immediately suffers an attack roll of

    1d20+5 against their Fortitude Defense. If this attack hits they are moved -1 persistent step downthe condition track. Each round they remain exposed this roll is made again, with an additional

    +5 bonus to the roll. If they reach -5 on the condition track they begin to suffer from the same

    rules as Suffocation due to allergic reaction.

    Quarian Environment Suit - Light Armor

    Armor Bonus: +2, Equipment Bonus to Fort: +0, Max Dex: - SR: 10

    This suit provides a sealed environment for the wearer, doubling as a hard suit in the case of

    exposure to vacuum with an emergency internal air supply of one hour. The suit also includes a

    helmet package. A new suit costs approximately 2,000 credits (1,000 on the Flotilla). An

    up-armored combat environment suit utilized by Quarian Marines is available. It increases thesuits Armor Bonus by +1, Equipment Bonus to Fort by +1, and decreases the Max Dex to +4.

    This upgrade costs an additional 1,000 credits. Quarian characters begin play with a basic suit

    at no cost. Quarians wearing a custom Environment Suit may choose to use their level or armor

    bonus to defense as if they had the Armored Defense talent.

    Salarian Species Traits:

    Ability Modifiers: +2 Intelligence. Salarians are widely acknowledged as among the brightest

    minds in the galaxy.

    Medium Size:As Medium creatures, Salarians have no special bonuses or penalties due to

    their size.Speed:Salarian base speed is 6 squares.

    Bonus Feat:In spite of, or maybe because of, their short lives spans Salarians have a thirst for

    knowledge and learning. Salarians begin the game with Skill Training for any one skill (this skill

    can be from outside the Salarians class skills) as a bonus feat.

    Amphibious: Equally at home in or out of water Salarians cannot drown and may take 10 on any

    swim check.

    Turian Species Traits:

    Ability Modifiers:+2 Wisdom. The raptor-like Turians are well known for their perceptiveness

    and calm under fire.Medium Size:As Medium creatures, Turian have no special bonuses or penalties due to their

    size.

    Speed:Turian base speed is 6 squares.

    Radiation Resistance:+5 Fort Def vs radiation effects.

    Discipline:Military service is a part of Turian culture and every Turian learns to work as part of a

    unit. Any aid another action taken by a Turian provides an additional +1 bonus.

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    Bonus Feat:Every Turian is trained with the basic tools of war. Turians gain Weapon Prof

    (Rifles) as a bonus feat. If they already have Weapon Prof (Rifles), they instead gain Weapon

    Prof (Heavy).

    Volus Species Traits:

    Ability Modifiers: -2 Dexterity, +2 Charisma. Being native to a high gravity world and restricted

    to bulky environment suits the Volus are not terribly quick, but make up for it with shrewd

    negotiation skills.

    Small Size:As Small creatures Volus gain a +1 size bonus to Ref Def and a +5 bonus to Stealth

    checks, however their carrying capacity is only that of a Medium creature.

    Speed: Volus base speed is 4 squares.

    Guile and Cunning:What the Volus lack in strength of arms they compensate for with political

    and economic acumen, diplomacy and deception being two sides of the same coin. When rolling

    a Persuasion or Deception check a Volus may re-roll the result but must accept the result even if

    it is lower.

    Exotic Environment:The Volus homeworld is a high pressure, high gravity planet with an

    ammonia based atmosphere. To survive in the atmosphere favored by the majority of the

    galaxys races the Volus must wear specialized life support suits. If exposed to a normal oxygen

    based atmosphere a Volus will begin to suffer from the effects of Suffocation. In addition make

    an attack roll of 1d20+10 against the Volus Fort Def, if the attack succeeds the Volus takes 1d6

    damage and moves 1 persistent step down the condition track.

    Volus Environment Suit - Light Armor

    Armor Bonus: +3, Equipment Bonus to Fort: +1, Max Dex: +4

    This suit is equipped to provide a pressurized environment for the wearer, along with breathable

    atmosphere. A new suit costs approximately 2,500 credits (1,500 on the Volus homeworld or theCitadel). Volus characters begin play with a suit at no cost. Volus wearing a custom Environment

    Suit may choose to use their level or armor bonus to defense as if they had the Armored

    Defense talent.

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    Classes, Feats, Talents, and Skills

    Jedi

    Jedi are a distinctive feature of the Star Wars universe and thus are not appropriate for Mass

    Effect. The Jedi class and talent trees are not used.

    Noble

    Starting Feats: As translation software is both amazingly effective and ubiquitous the Noble does

    not gain Linguist as a starting feat. Instead the Noble gains a feat chosen from the following list:

    Armor Proficiency (Light), Biotic Implants, Dodge, Melee Defense, Tech Specialist, or Weapon

    Focus (Pistol).

    Noble Bonus Feats: Add Biotic Training, Tech Specialist, and Tech Training to the list of available

    Noble bonus feats.

    Scoundrel

    Starting Feats: A Scoundrel may trade Point Blank Shot for the Biotic Implants or Tech Specialist

    feats at character creation.

    Scoundrel Bonus Feats: Add Biotic Training, Tech Specialist, and Tech Training to the list of

    available Scoundrel bonus feats.

    Scout

    Starting Feats: A Scout may trade Shake It Off for the Tech Specialist feat at character creation.

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    Scout Bonus Feats: Add the Tech Specialist and Tech Training feats to the list of available Scout

    bonus feats.

    Soldier

    Starting Feats: A Soldier gains the feat Weapon Proficiency (Shotguns) in addition to the normallist of starting feats. In addition a soldier may trade Weapon Proficiency (Rifles) and Armor

    Proficiency (Medium) to gain the Biotic Implants feat at character creation.

    Soldier Bonus Feats: Add the Biotic Training to the list of available Soldier bonus feats.

    SkillsUse Biotics (Replaces Use The Force)

    Requires Biotic Implants feat

    You utilize your biotic abilities to manipulate mass effect fields, allowing you to modify gravity,

    physically move objects, or direct energy. You must have the Biotic Implants feat to train this

    skill.

    Activate Biotic Power (trained only): You make a Use Biotics check to use a Biotic Power in your

    suite. Use of this skill requires no action.

    Move Light Object (trained only): As the Saga Edition Core Rulebook (Pg. 77).

    Enhance Mobility (trained only): As a swift action, you make a Use Biotics check with a DC of 10

    to increase your movement speed by 1 square. With a successful check of DC 15 you may

    instead increase the result of a Jump check by +5 or to take falling damage as if you had

    dropped 3 meters (2 squares) fewer than you actually did.

    Use ComputerAs Saga Edition Core Book (Pg. 75) except:

    Add: Activate Tech Power (trained only): You make a Use Computer check to use a Tech Power

    in your suite. Use of this skill requires no action.

    New Feats

    Biotic Implants

    You have cybernetic implants allowing you to control your biotic abilities.

    Prerequisites: Non-Geth

    Benefit: You can make Use Biotics checks and Use Biotics is considered a class skill for you. In

    addition, whenever you gain a new talent, you may select a Biotic talent instead. You must still

    meet all prerequisites of the Biotic talent to select it.

    Special: This feat must be taken at 1st level.

    Biotic Training

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    You have mastered one or more specialized uses of your biotic abilities.

    Prerequisites: Biotic Implants, Trained in Use Biotics

    Benefit: You add to your Biotic power suite a number of powers equal to 1 + your Wisdom

    modifier (You may select the same power more than once).

    Special: You may take this feat more than once. In addition, if your Wisdom modifier permanently

    increases you immediately gain a number of Biotic powers equal to the number of times youhave taken Biotic Training.

    Tech Specialist

    You possess technical ability beyond that of a common mechanic or hacker.

    Prerequisites: Trained in Use Computers

    Benefit: You may make Use Computer checks to activate powers in your Tech Library. In

    addition, whenever you gain a new talent, you may select a Tech talent instead. You must still

    meet all prerequisites of the Tech talent to select it.

    Tech TrainingYou have studied extensively to expand your knowledge of the most advanced uses of current

    technology.

    Prerequisites: Tech Specialist, Trained in Use Computers

    Benefit: You add to your Tech Library two powers from the Tech Powers list.

    Special: You may take this feat more than once, with each time after the first adding a single

    power to your Tech Library.

    Weapon Proficiency (Shotguns)

    Shotguns are added to the list of available weapon groups when choosing the feat Weapon

    Proficiency.

    New Talents

    Biotic Talent Tree

    Disciplined Biotic:As Disciplined Strike per Saga Core Rulebook (Pg. 100) except applies to

    any biotic power.

    Biotic Savant:As Telekinetic Savant per Saga Core Rulebook (Pg. 101) except applies to any

    biotic power.

    Biotic Vanguard: In any turn in which you use the Surge power you may make a charge(following all normal rules for charging except as noted here) against an enemy that ignores

    other enemies, low cover, and difficult terrain. If this attack hits you deal your standard melee

    damage plus 1d6. Prerequisite: Surge as part of your Biotic Power Suite.

    Greater Singularity: Whenever you use the Singularity power you may increase the radius by

    one square or reduce the damage threshold of all targets in the area of effect by 5. Prerequisite:

    Singularity as part of your Biotic Power Suite.

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    Improved Move Object:You may increase the target DC of the Move Object power by 5 to

    effect an additional target. Prerequisite: Move Object as part of your Biotic Power Suite.

    Instant Barrier: You may spend an Action point to use the Barrier power as a Reaction.

    Prerequisite: Barrier as part of your Biotic Power Suite.

    Nova Slam:When using the Slam power you may change the area of effect from a 6 square

    cone to a 1 square burst centered on you. Prerequisite: Slam as part of your Biotic Power Suite.

    Swift Power:As Swift Power in the Saga Edition Core Rulebook (pg. 101), but without any

    prerequisites.

    Wild Power:Whenever you roll a natural 20 to activate a Biotic power you may immediately use

    the same power again as a free action. As per the rules for natural 20s and Biotic powers the

    power is not expended.

    Tech Specialist Talent Tree

    Advanced Hacking:When using the AI Hacking power you may spend an Action Point to target

    on additional synthetic.

    Concentrated Blast: Choose the Incinerate or Cryo-blast power when taking this talent. When

    using the selected power, before rolling, you may choose to make it a Concentrated attack. This

    attack does not damage adjacent enemies but deals an extra 2d4 energy damage on a

    successful hit. Special: This talent may be taken twice, once for each power. This talent cannot

    be used in conjunction with the Wide Blast talent.

    Drone Engineer: You gain a small Combat Drone that can aid you in combat. You gain the

    Blaster Turret I talent from the Saboteur talent tree Force Unleashed (pg. 57) with the following

    changes: The talent is renamed Combat Drone I and as part of the free action to command the

    drone it may move up to 4 squares.

    Enhanced Omni-Tool:Any Tech Power with a duration + concentration now lasts for one

    additional round after you cease maintaining it.

    Hasty Programming: You may increase the difficulty of a Use Computer check to activate a

    Tech Power by 5 once per encounter to use the power as a swift action.

    Rapid Targeting Algorithms: You may increase the difficulty of a Use Computer check to

    activate the Synchronize power by 5 to increase the equipment bonus to attack roles by +1.

    Shield Assistance:Change the target of the Rapid Recharge power to read Target: Self or

    other touched.

    Wide Blast: Choose the Incinerate or Cryo-blast power when taking this talent. When using the

    selected power, before rolling, you may choose to make it a Wide attack. Under Target: replace

    One enemy or object with Two square burst. Special: This talent may be taken twice, once for

    each power. This talent cannot be used in conjunction with the Concentrated Blast talent.

    Soldier Talents

    Weapon Specialist Talent Tree

    Carnage:By cycling additional material into your shotguns pre-fire chamber and increasing

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    accelerator fields to maximum youve learned to unleash a devastating shot at a nearby enemy.

    Once per encounter you can fire a single shot from a shotgun with a maximum range of 10

    squares. If this attack hits it is an automatic critical and consumes two shots. Prerequisite:

    Weapon Focus (Shotguns) feat, Weapon Specialization (Shotguns)

    Concussive Shot: Once per round you can fire a shot with a mass accelerator weapon that

    utilizes specialized modifications to fire a concussive blast. Make a standard range attackagainst a single targets Fortitude Defense. If the attack hits the target suffers 1d6 bludgeoning

    damage instead of the weapons standard type and is knocked by one square before falling

    prone.

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    Biotic Abilities

    Biotic powers use the same rules as Force powers per the Saga Edition Core Rulebook

    (Pg.77) with the following changes:

    - A character cannot immediately spend an Action Point as a reaction to regain the use of a

    Biotic power in his or her suite. Instead a character may use a Biotic power that has been

    previously expended as normal for that power but immediately moves -1 step down the condition

    track at the actions resolution.

    - Rolling a natural 20 on a Use Biotic check does not immediately refresh all powers in a

    characters Biotic power suite, but instead the power used on that check is not expended as per

    normal.

    - Biotic powers do not have Light, Dark, or Mind-effecting descriptors.

    Biotic Powers:

    Disarm - As Saga Edition Core Rulebook (Pg. 97)

    Grip - As Saga Edition Core Rulebook (Pg. 97) except: Increase the base DC for the power to

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    DC 20, with subsequent levels at DC 20 + 5. In addition changes if the check exceeds the

    targets fortitude defense to if the check exceeds the targets damage threshold.

    Slam - As Saga Edition Core Rulebook (Pg. 97)

    Thrust - As Saga Edition Core Rulebook (Pg. 98)

    Move Object - As Saga Edition Core Rulebook (Pg. 98)

    Rebuke - As Saga Edition Core Rulebook (Pg. 100)

    Surge - As Saga Edition Core Rulebook (Pg. 100)

    New Powers:

    BarrierYou create a field of dark energy around your body to deflect damage. Time: Swift Action.

    Target: Self.

    Make a Use Biotics check, the result determines the effect, if any:

    DC 10 - Gain SR 5.

    DC 15 - Gain SR 10.

    DC 20 - Gain SR 15.

    DC 25 - Gain SR 20.

    Special: This effect does not stack with SR provided by kinetic barriers equipped to worn armor,

    use the better value. In addition a biotic barrier cannot be recharged in the same manner as

    kinetic barriers with the use of Tech Powers or other technological abilities.

    Singularity

    Generating a point of powerful gravitational forces you drag objects in the area, including

    individuals, towards the micro-singularity. Time: Standard Action. Target: One square within line

    of sight. Duration: 5 rounds

    Make a Use Biotics check, the result determines the effect, if any:

    DC 20 - You create a small singularity that draws in any objects or individuals within a radius of 2

    squares, moving them one square closer to the singularity each round and reducing movement

    speed by half. If your Use Biotics check exceeds their damage threshold they are knocked

    prone.DC 25 - As DC 20, except the radius is increased to 3 squares. In addition any individuals within

    the area of effect take 1d6 points of bludgeoning damage as unattended objects fly forcefully

    around the affected area.

    DC 30 - As DC 25, except the radius is increased to 4 squares and the bludgeoning damage is

    increased to 2d6.

    Stasis

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    You encase your target in powerful mass effect fields, effectively immobilizing them

    completely. Time: Standard Action. Target: One target within line of sight. Duration: 1 round +

    result.

    Make a Use Biotics check, the result determines the effect, if any:

    DC 15 - The target is Immobilized. While under the effect of Stasis the target cannot take

    damage. When the effect ends the target must make a Balance check, DC 15, or fall prone.DC 20 - As DC 15, but increase the duration of the effect by 1 round.

    DC 25 - As DC 15, but increase the duration of the effect by 2 rounds.

    Special: You may spend an Action Point when activating this power to increase the DC of the

    Balance check by +10.

    Warp

    You unleash a concentrated blast of dark energy at your target that rends flesh and

    armor, but is especially effective against biotic barriers. Time: Standard Action. Target: One

    target within line of sight.

    Make a Use Biotics check in place of your attack roll against a targets Reflex defense, ignoringbonuses for partial cover. If the attack hits the target immediately suffers 4d6 damage.

    Special: If the target is current under the effect of Singularity, Grip, or Move Object when the

    Warp hits, then the effect of the previous power immediately ends as the mass effect fields tear

    themselves apart in a powerful detonation. The target and all characters within a 1 square radius

    immediately take 2d6 damage and are knocked prone if the Use Biotics check exceeds their

    Reflex Defense, otherwise they take half damage.

    Special: If the target is currently under the effect of the Barrier power, or a similar biotic shielding

    ability the SR of the barrier is reduced by 5 after the attack hits, in addition to any other

    reductions due to damage exceeding its rating.

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    Tech Abilities

    Tech Powers work similarly to Biotic Powers, but with one major exception. As what

    amounts to highly advanced programs, viruses, and micro-grenades they are not limited to a

    number of uses per encounter.

    Tech Powers:

    AI Hacking

    Utilizing pre-made viruses designed for rapid infiltration of an AI or VIs programming you

    can temporarily control their actions.

    As Mind Trick, Star Wars Core Rulebook (Pg. 98) with the following exceptions:

    - Make a Use Computer Check in place of Use The Force

    - Only affects synthetic targets with a Will Defense score (Drones, Geth, Station VIs).

    - The suggestion canobviously threaten the targets life.

    Special: If a target has been successfully targeted by this power in the same encounter it gains a

    +2 bonus to Will Defense for each attempt after the first.

    Cryo-Blast

    You fire a micro-grenade of hyper-cooled liquid at an enemy, flash freezing anything that

    is touched. Time: Standard Action. Target: One person or object within line of sight.

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    Make a Use Computer Check in place of your attack roll against the targets Reflex Defense. A

    successful attack deals 3d4 energy damage and 1 energy damage to all adjacent targets. Any

    target that takes hit point damage from this attack has their movement speed reduced by half.

    Dampening

    A brute force attack against enemy electronics lets you disrupt enemy targeting andcommunications. Time: Standard Action. Target: Two square burst centered within 10 squares

    of user. Duration: Variable.

    Make a Use Computer Check, the result determining the effect, if any:

    DC 15 - All enemy targets within the area of effect take a -1 to all attack rolls, Use Computer, and

    Mechanics checks for 2 rounds.

    DC 20 - As DC 15, except the duration is increased to 3 rounds.

    DC 25 - As DC 15, except the duration is increased to 3 rounds and the penalty is increased to

    -2.

    DC 30 - As DC 15, except the duration is increased to 4 rounds and the penalty is increased to

    -2.

    Incinerate

    You fire a small burst of charged plasma at the target, burning them and possibly

    catching adjacent enemies on fire. Time: Standard Action. Target: One person or object within

    line of sight.

    Make a Use Computer Check in place of your attack roll against the targets Reflex Defense. A

    successful attack deals 3d4 energy damage and 1 energy damage to all adjacent targets. Any

    target that takes hit point damage from this attack immediately catches fire, requiring a move

    action to put out.

    Neural Shock

    Using a micro-pulse of high voltage electricity you interfere with any enemys nervous

    system. Time: Standard Action. Target: One organic target within line of sight. Duration: 3

    rounds.

    Make a Use Computer check in places of your attack roll against the targets Damage Threshold.

    If the attack is successful the target suffers a -1 penalty to all defenses. If the attack exceeds to

    targets Damage Threshold by more than 5 the target is stunned for 1 round.

    Overload

    You direct a powerful burst of electro-magnetic energy at a specific individual or object.Time: Standard Action. Target: One person or object within line of sight.

    Make a Use Computer Check, the result determining the effect, if any:

    DC 15 - Reduce the SR of the target and all adjacent enemies by 5. Unshielded synthetics take

    2d6 damage.

    DC 25 - As DC 15 except reduce the SR of the target and all adjacent enemies by 10. In addition

    ranged mass accelerator weapons carried by unshielded enemies overheat and require a move

    action be used to cool the weapon before firing.

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    Special: You may spend an Action Point when activating this power to cause any unshielded

    synthetics hit to be restricted to taking a single swift action on their next turn.

    Rapid Recharge

    Re-routing your armors energy you are able to give your kinetic barriers a quick boost in

    power.Time: Move Action. Target: Self.

    Make a Use Computer Check, the result determining the effect, if any:

    DC 15 - Increase the SR of your shields by 5, up to the normal maximum.

    DC 30 - As DC 15, but increase the SR of your shields by 10.

    Sabotage

    You send an overload of data, static, and energy at a single electronic device. Time:

    Standard Action. Target: One object within 10 squares. Duration: 1 round, plus concentration.

    Make a Use Computer Check, the result determining the effect, if any:

    DC 15 - The device malfunctions randomly, giving a -2 penalty to anyone attempting to use it.DC 20 - As DC 15, but increase the penalty to -3.

    DC 25 - As DC 15, but increase the penalty to -5.

    DC 30 - The device locks up completely, refusing to function.

    Special: You may maintain this disruption as a Move Action, but must make a new Use

    Computer Check each time.

    Synchronize

    You use your technological know how to link your allies targeting systems, increasing

    efficiency and accuracy. Time: Standard Action. Target: Variable. Duration: 1 round, plus

    concentration.Make a Use Computer Check, the result determining the effect, if any:

    DC 15 - Grant up to two targets a +1 equipment bonus to ranged attacks.

    DC 20 - As DC 15, but can effect up to three targets.

    DC 25 - As DC 15, but can effect up to four targets.

    DC 30 - As DC 15, but the number of targets is 2 + your Intelligence bonus.

    Special: You may maintain this power as a Move Action without making a new Use Computer

    check.

    Tech Armor

    Having mastered the art of manipulating kinetic barriers you re-configure your shields towithstand even more punishment than normal. In addition by pushing the power maximum of

    your shield emitters you can give enemies that close with you a nasty surprise when your

    shields drop. Time: Standard Action. Target: Self. Duration: 10 rounds.

    Make a Use Computer Check, DC 25. If this check is successful increase your maximum SR by

    5 for the duration of this power.

    Special: If your shields are reduced to 0 by an attack while this power is active make an

    immediate attack against all characters within 2 squares of 1d20+10 against the characters

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    Fortitude Defense. If the attack hits the character takes 1d6 energy damage, is pushed back one

    square, and is knocked prone otherwise the character is simply pushed back one square.

    Equipment

    Weapons

    Name - Identifier of the weapon

    Cost - Price in credits for a brand new example of the weapon

    Damage - Damage dice dealt on a successful hit

    Ammo - Number of rounds the weapon may fire before needing a fresh thermal clip

    RoF - Modes of fire available with weapon. S (Single shot), A (Automatic fire)

    Wgt - Weight of item in kilograms

    Type - The subtype of the damage dealt: S, Slashing. P, Piercing. B, Bludgeoning. E, Energy.

    Availability - Required level of authorization to purchase the weapon

    Ranged Weapons

    Shotguns*

    Name Cost Damage Ammo RoF Wgt Type Avail

    Medium

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    M-22 Eviscerator 1,500 3d10** 3 S 2.1 kg S/P Restricted

    M-23 Katana 800 3d10** 5 S 2 kg S Licensed

    M-27 Scimitar 1,100 3d10** 8 S, A 2.5 kg S Military

    Large

    M-300 Claymore 2,000 3d12+1** 1 S 10 kg S Restricted

    Shotgun Weapon Ranges: Point Blank 0-10, Short 11-20, Medium 21-30, Long 31-40

    * Shotguns cannot be equipped with scopes that modifier their target range

    **Shotguns operate slightly differently than other ranged weapons. Rather than receive a penalty

    to attack past Point Blank range, instead apply a penalty to the weapons damageroll equal to

    twice the normal ranged penalty. This penalty takes effect before any modification of the roll by

    critical hits or other effects.

    M-300 Claymore

    Shotgun

    The M-300 is often known as the Krogan Shotgun due to the extreme strength needed to

    wield the heavy, simplistic weapon. Despite its boxy and primitive appearance few mock it due to

    the devastating firepower it provides.

    Special: A character requires a Strength score of 16 to effectively fire an M-300. If they do

    not a -5 penalty is applied to the attack roll in addition to any other modifiers such as

    non-proficiency penalties and range modifiers.

    M-22 EvisceratorShotgun

    Banned from use by military services by numerous treaties due to its unique ammunition

    generator that shaves off serrated spikes from its ammunition block that are capable of inflicting

    horrific wounds. The civilian and private military market, however, has not been deterred by

    something as simple as treaties.

    Special: When firing an M-22 against targets at Short range, the penalty to the damage

    roll is only -2, rather than -4.

    M-23 Katana

    ShotgunOne of the most ubiquitous examples of its type, the M-23 Katana is found both in the

    arsenals of the Systems Alliance and organizations like C-Sec in addition to numerous

    mercenary companies or even in use by private citizens.

    M-27 Scimitar

    Shotgun

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    The M-27 Scimitar is the next logical step from the M-23 with an increased rate of fire and

    cooling efficiency. Manufactured by the same company, Ariake Technologies, originally for the

    Eclipse mercenary company it has found its way into numerous other mercenary units and

    almost identical copies are issued to soldiers in many standing armies of the Council races.

    Sniper Rifles*

    Name Cost Damage Ammo RoF Wgt Type Avail

    Large

    M-29 Incisor 1,600 3d8 15 S 3.5 kg S/P Restricted

    M-92 Mantis 1,000 3d10 1 S 4 kg S/P Licensed

    M-97 Viper 1,250 3d8 12 S 3.5 kg S/P Licensed

    M-98 Widow 2,500 3d12 1 S 9.7 kg S/P Military

    * Sniper Rifles are classified as Rifles for proficiency purposes, but utilize the Heavy Weapons

    listing as found on the Range table of the Saga Edition Core Rulebook (Pg. 129)

    M-29 Incisor

    Rifle, Sniper

    The M-29 Incisor is a unique example of weapons development. Due to the nature of

    kinetic barriers sniper rifles have become increasingly powerful to still allow for the requirement

    of a 'one hit kill'. Instead of designing for increased power the Incisor fires in three round bursts to

    attempt to overwhelm shielded targets.

    Special: Each attack with the Incisor consumes three shots from it's thermal magazine

    rather than one. If a successful attack results in damage greater than the target's SR, reduce the

    target's SR by an additional 5.

    M-92 Mantis

    Rifle, Sniper

    The most common example of a modern sniper rifle, the Mantis sacrifices cooling

    efficiency for a single powerful shot. These rifles are found in the service of the Systems

    Alliance, mercenary companies, and vigilantes across the galaxy.

    M-97 Viper

    Rifle, Sniper

    The M-97 is a rapid fire rifle that attempts to combine the accuracy of a precision weapon

    with the speed and additional ammo capacity of an assault rifle. A favorite of those looking to

    suppress an area with a larger volume of precise fire it has both its supporters and detractors.

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    M-98 Widow

    Rifle, Sniper

    The final word in long-range firepower, the M-98 Widow is a heavy anti-material rifle.

    While theoretically meant to damage enemy equipment or light armor, it is also more than

    capable of crippling a shielded target.

    Special: Special: A character requires a Strength score of 16 to effectively fire an M-98. Ifthey do not a -5 penalty is applied to the attack roll in addition to any other modifiers such as

    non-proficiency penalties and range modifiers.

    Pistols

    Name Cost Damage Ammo RoF Wgt Type Avail

    Small

    M-3 Predator 400 3d6+1 12 S 1 kg S/P Common

    M-4 Shuriken 800 3d6 24 S, A 1.2 kg S/P Licensed

    Medium

    M-6 Carnifex 800 3d8+1 6 S 1.5 kg S/P Licensed

    M-12 Locust 1,000 3d6 20 S, A 1.2 kg S/P Licensed

    M-5 Phalanx 1,200 3d8 6 S 1.5 kg S/P Licensed

    M-9 Tempest 1,200 3d6 50 A 2 kg S/P Restricted

    M-6 Carnifex

    Pistol, Heavy

    The premier heavy pistol favored by mercenary companies across the galaxy, the M-6

    Carnifex is much lauded for its impressive stopping power. This power comes at the expense of

    quickly burning through thermal magazines but most consider it a fair trade.

    M-12 Locust

    Pistol, SMG

    An old design updated for a new era, the Locust is both infamous and effective. While

    this submachine gun doesnt hit as hard as a heavier weapon it is extremely accurate and

    suffers from minimal recoil even when fired on full auto.

    Special: When using the autofire setting of the M-12 reduces the autofire penalty to -2.

    M-5 Phalanx

    Pistol, Heavy

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    This powerful heavy pistol was designed by the Systems Alliance as a sidearm that

    would lose none of the stopping power of a soldiers battle rifle. The result was highly successful

    and even includes an integrated targeting laser.

    Special: The integrated targeting laser makes it easy to draw a bead on a target quickly,

    granting a +1 equipment bonus to attack whenever the wielder takes the Aim action.

    M-3 Predator

    Pistol

    Quite possibly the single most common weapon seen in Council space or the Terminus

    systems, the M-3 is a basic, reliable pistol. A time tested sidearm for everyone from Alliance

    marines to street thugs.

    M-4 Shuriken

    Pistol, SMG

    At a glance the Shuriken is almost identical to the often seen M-3 Predator pistol,

    however careful examination will reveal slight differences. Favored by individuals wanting thefirepower offered by an automatic weapon without appearing to be heavily armed.

    M-9 Tempest

    Pistol, SMG

    The M-9 Tempest is the best size to firepower ratio available, capable of unleashing an

    impressive fifty rounds of automatic fire between reloads. The weapons sole drawback is that to

    accommodate this amount of fire being put through a single thermal magazine the weapon can

    only fire in controlled bursts.

    Special: When using the autofire attack the M-9 consumes only 5 rounds instead of the

    standard 10.

    Rifles

    Name Cost Damage Ammo RoF Wgt Type Avail

    Medium

    M-8 Avenger 1,000 3d8 40 S, A 2.5 kg S/P Restricted

    M-96 Mattock 1,000 3d8+1 16 S 3.0 kg S/P Licensed

    M-15 Vindicator 1,400 3d8 24 S, A 2.5 kg S/P Restricted

    Large

    M-76 Revenant 2,000 3d8+1 80 A 4.1 kg S/P Military

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    M-8 Avenger

    Rifle

    The M-8 favored assault rifle of the Alliance marines. Effective, deadly, and relatively

    inexpensive for its performance the design has proven itself in a hundred conflicts in the years

    since its introduction.

    M-96 Mattock

    Rifle

    While many consider it either obsolete or oddly designed the weapon remains a favorite

    among elite operators and more isolated human colonies. Heavy and reliable the Mattock makes

    up for its lack of an automatic setting with greater power and accuracy.

    Special: The M-96s precision engineering grants a +1 equipment bonus to attack

    whenever the wielder takes the Aim action.

    M-76 Revenant

    Rifle, LMGBarely fitting into the classification of a rifle, in fact listed as a light machine gun under

    Systems Alliance qualifications, the M-76 offers the ability to lay down a withering hail of fire for

    anyone capable of controlling its considerable recoil.

    M-15 Vindicator

    Rifle

    Accurate and efficient is the name of the game with the Vindicator. A mid-ranged battle

    rifle the sound of its signature three round burst is often enough to signal to enemies in the area

    that someone is on the field is out for blood.

    Special: Using the three-round burst function of the Vindicator decreases the attackpenalty for a wielder utilizing the Rapid Shot feat to -1 and eliminates the -5 penalty if the firer

    does not possess a 13 Strength score. Using this feature consumes 3 rounds of ammunition

    rather than 2 as specified by the Rapid Shot feat.

    Heavy Weapons

    Name Cost Damage Ammo RoF Wgt Type Avail

    Large

    M-622 Avalanche 2,500 3d6 30 S, A 7 kg E Restricted

    M-451 Firestorm 1,800 3d6 20 S 5 kg E Military

    M-100 G. Launcher 1,500 4d6+1 10 S 7 kg S Restricted

    ML-77 M. Launcher 2,400 4d8 4 S 6.5 kg S/P Military

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    M-622 Avalanche

    Heavy Weapon

    The Avalanche is a unique weapon, its concentrated packets of super-cooled subatomic

    particles capable of snap freezing any surface it strikes. This unconventional attack is especially

    effective at crippling enemy armor and shields such as kinetic barriers are ineffective against theextreme cold.

    Special: Damage from the M-622 ignores SR rating. In addition, any DR from non-shield

    sources is reduced by 5 for the duration of the counter when hit. This effect does not stack.

    M-451 Firestorm

    Heavy Weapon

    Fire has long be the most devastating weapon of war. The M-451 Firestorm is the

    modern representation of this fact, utilizing a self-contained canistered of pressurized fuel that

    makes the weapon as portable as it is deadly.

    Special: See Star Wars Saga Edition Core Rulebook (pg. 128) under Flamethrower. Inaddition, the M-451 Firestorm ignores SR.

    M-100 Grenade Launcher

    Heavy Weapon

    The M-100 is an old design, often reputed to be going out of production but its

    ruggedness and simple efficiency keep it in common circulation. It might not be fancy, but it still

    kills people.

    Special: See Star Wars Saga Edition Core Rulebook (pg. 128) under Grenade, Frag for

    rules on how the weapons grenades function.

    ML-77 Missile Launcher

    Heavy Weapon

    Another common weapon, the ML-77 fires seeking high explosive missiles useful for

    taking out light armor or entrenched positions.

    Special: See Star Wars Saga Edition Core Rulebook (pg. 130) under Missile Launcher.

    Armor

    Name (Check Penalty) - The armor name and associated penalty for non-proficiencyCost - Base price in credits

    Armor - Armor bonus to Reflex defense the armor provides

    Fort - Equipment bonus to Fortitude defense the armor provides

    SR - Shield rating provided by the armor

    Max Dex - Maximum Dexterity bonus that can be applied while wearing the armor

    Spd - Reduction in base movement speed for heavier armors

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    Wgt - Total weight of the armor

    Avail - Required level of authorization to purchase the weapon

    Name Cost Armor Fort SR M. Dex Spd Wgt Avail

    Light (-2)

    Flak Armor 500 +2 +0 - +5 - 3 kg -

    Light Combat Armor 1,000 +3 +1 10 +4 - 4 kg Licensed

    Quarian EnvironmentSuit

    2,000 +2 +0 10 - - 4 kg Rare

    Quarian EnvironmentSuit (Armored)

    3,000 +3 +1 10 +4 - 4.5kg

    Rare

    Volus Pressure Suit 2,500 +3 +1 10 +4 - 5 kg Rare

    Medium (-5)

    Medium Combat Armor 5,000 +5 +2 15 +2 * 7 kg Restricted

    Heavy (-10)

    Heavy Combat Armor 12,000 +8 +3 20 +1 4/3 11 kg Military

    Flak Armor

    Light Armor

    Typically worn by security officers, small time criminals, or down on their luck

    mercenaries Flak armor lacks an in-built kinetic barrier generator. The heavy vest offers little

    more protection that civilian clothes but something is better than nothing.

    Light Combat Armor

    Light Armor

    The standard armor utilized by most armed forces and mercenary companies throughout

    known space. It comes in a hundred different varieties tailored to everything from krogan to asari.

    Easy to customize and upgrade it is the first choice for anyone whose job involves being shot at.

    Quarian Environment Suit

    Light Armor

    Special: See the Quarian race entry for details on this armor.

    Quarian Environment Suit (Armored)

    Light Armor

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    Special: See the Quarian race entry for details on this armor.

    Volus Pressure Suit

    Light Armor

    Special: See the Volus race entry for details on this armor.

    Medium Combat Armor

    Medium Armor

    The next step in protection, featuring heavier plating and a more powerful barrier

    generator Medium Combat Armor is most often favored by front line troops and special forces

    units.

    Heavy Combat Armor

    Heavy Armor

    The final answer in personal protection. Its weight and restrictions to movement are

    considerable but the thick armor and redundant barrier generators make the wearer a nearlyunstoppable force. Needless to say krogan are fond of this armor.

    Ammo Upgrades

    The physical ammunition fired by mass accelerator weapons in Mass Effect are very

    small shards of metal shaved precisely off a larger, solid core of metal then propelled at extreme

    speeds with electromagnetic fields. Such weapons can be modified to change the final result of

    the impact, using techniques as complicated as super-heating the projectiles before firing or as

    simple as substituting a block of denser metal for the usual composite alloy.

    A weapon may only have one ammo modification, but certain upgrades can be disabled

    on command. This upgrade does not count for the normal maximum upgrade slots for a

    weapon.

    Armor Piercing Rounds

    Utilizing a block of solid tungsten rather than the normal alloy, these rounds are extremely

    effective at puncturing armored targets and damaging synthetics. Increase the damage against

    any synthetic target or enemy with non-SR damage reduction by +3. The drawback of this

    particular ammo is that denser rounds pass through soft targets doing less damage, thereby

    reducing damage to all other targets by 2.

    Cost: 750 credits. Availability: Restricted.

    Cryo Rounds

    A favorite of security officers and others looking to disable as well as kill, cryo rounds are

    cooled by special cooling lasers that give them the chance to snap freeze impacted objects. Any

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    target hit by the weapon suffers an immediate attack of 1d20+10 against its Fortitude Defense,

    with a successful attack reducing movement speed by . In addition reduce the hardness of any

    struck object by 5 for the duration of the encounter (this attack stacks).

    Special: This upgrade can be disabled or enabled as a move action.

    Cost: 500 credits. Availability: -

    Disruptor Rounds

    Designed specifically to have devastating effect on kinetic barriers, this upgrade

    negatively charges the fired rounds to overload shields and cripple synthetic enemies. Anytime a

    target with a SR takes damage from disruptor rounds and the SR of the target is reduced by 5 in

    addition to any normal effects. In addition, synthetic targets hit by disruptor rounds take a -1 on all

    d20 rolls until your next turn begins.

    Special: This upgrade can be disabled or enabled as a move action.

    Cost: 750 credits. Availability: Licensed.

    Explosive RoundsOne of the deadliest kinds of ammunition available in mass accelerators, the small

    rounds shaved off the main block of material are excited to unstable levels before being fired,

    causing small explosions on impact. Any weapon firing explosive rounds increases the die type

    of the damage it deals by one step. The volatile nature of this ammunition upgrade can strain

    even modern thermal clips, however, and any time a 3 or less is rolled on the attack roll the

    weapon overheats, completely consuming any remaining shots.

    Special: If used in any weapon with only a single round per thermal clip, rolling a 3 or less

    completely melts the thermal magazine, requiring a move action to remove before the weapon

    can be reloaded.

    Cost: 2000 credits. Availability: Military

    Incendiary Rounds

    Before being loaded into the weapons firing chamber these rounds are coated with a

    microfilm of thermite paste that is ignited by the violent acceleration as the round is fired. Any

    time a target takes hit point damage from a weapon equipped with incendiary rounds there is a

    50% chance that they will catch fire. This effect will also work on flammable objects without

    needing to roll.

    Special: This upgrade can be disabled or enabled as a move action.

    Cost: 1000 credits. Availability: Restricted.

    Fragmenting Rounds

    So called Shredder ammo this upgrade makes rounds fired by the weapon fragment on

    impact, tearing into skin and soft tissue with deadly effectiveness. Any time a target without a SR

    is hit by this weapon, the target takes an additional 1d4 of damage. The fragmenting rounds are

    ineffective against thick armor, however, and when attacking any enemy with an armor or natural

    armor bonus of +5 or more the attack roll suffers a -2 penalty.

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    Cost: 500 credits. Availability: Licensed.

    Radioactive Rounds

    Banned in Council space and frowned upon even in the Terminus systems, this upgrade

    utilizes a shielded block of radioactive material instead of normal alloy. A target hit by this

    weapon immediately suffers the effects as if they had been exposed to Moderate radiation forone round as per the Star Wars Saga Core Rulebook (pg. 255).

    Cost: 2,500 credits. Availability: Illegal.


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