Releases: queryluke/masseffect-5e
v0.9.1
v0.9.1
For those unfamiliar with software development, any sub-1.0 version is generally considered "in beta", which basically means an incomplete product. v0.9.0 brings us to the cusp of moving beyond beta and into a true production release. But making the next step will take time and lots of playtesting. First, it is very unlikely there will be anymore major overhauls with the system. At this point, everything is mostly in place and moving from v0.9.0 to v1.0.0 encompass a lot of minor tweaks based on playtesting and additional items like vehicles, spells, and omin-tool programs to round out the system.
Classes
Engineer
- Summoned drones now gain additional benefits from the players' prof bonus. Prior, the bonus was only to the damage and healing rolls. Now you can add your proficiency bonus to all skill checks, saving throws, attack rolls, and damage and healing.
Sentinel
I've received a lot of great feedback about the changes to the Sentinel class. Mostly, everyone enjoys the overall refactor, but much of the feedback focused on the use of CHA as the Sentinel's spellcasting modifier. Many felt this change was either confusing or didn't fit the Mass Effect lore.
These types of nuances can be difficult, specifically which abilities apply to which classes. There is already a high premium on Dexterity, due to the sheer number of ranged weapons, and a high premium on Intelligence, due to the fact this this is Sci-fi and a lot of skills require Intelligence (Engineering, Electronics, Science). Admittedly, this change was an attempt to bring some balance to the spellcasting skills; an attempt to equalize the use of CHA, WIS, and INT in spellcasting modifiers. But the flavor text to support this change wasn't enough.
Thus, I've changed the Sentinel's spellcasting mod to be player/GM choice. Although this technique might be unheard of, I feel it allows each group of players to decide which spellcasting ability makes the most sense to the group:
INT: The sentinel uses a high IQ to multi-task in combat and find strategic locations to place spells
CHA: The sentinel uses willpower to overcome the mental strain and innate talents or brute force when casting spells
WIS: The sentinel uses intense focus and practiced patience or combat insight when using spells
As a GM, work with your sentinel operatives to decide what you'd like to use for your campaign, or, based on the operative's backstory and roleplay, let them choose!
Vanguard
Shocktrooper
- Biotic bull rush. Bonus distance increased to 20m to compensate for charge's increased distance.
Spells
- Charge I can honestly say that the Charge spell has changed more times than any other spell (and we're probably not finished). We've playtested it as spell attack, and the damage was lacking. Moreover, a miss resulted in no movement (which is supposed to be a benefit of the power). The current iteration makes Charge a DEX save power, always providing movement and dealing some minor damage if the creature fails its saving throw. There is no half damage on a successful save (keeping in line with 5th edition cantrips). Additionally, the range and damage have been increased to 14m and 1d10, respectively.
- Barrier Regen To compensate for changes to Charge, the barrier regen has been reduced to 2 ticks instead of half of your ticks. When casting Charge, you will always gain barrier ticks, which is why the number was reduced. Although this breaks tradition with the Mass Effect advancements, this is one of those times where the video game mechanic doesn't mesh well with the D&D combat system.
- Area Charge. Increase the radius to 4m.
- Hawk Missile Launcher
- Three-headed beast. Clarified that the damage is split between the three missiles.
Bestiary
- Oculus
- STG Agent
- Sniper
- Blue Suns faction
- Centurion
- Heavy
- Legate
- Legionnaire
- Pyro
- Trooper
- Blood Pack
- Boom-Squad
- Pyro
- Trooper
- Warlord
- Warrior
Other
- Optional rules for Indoctrination can be found in the Found Codices section of the Appendix
v0.9.0
Vehicles
We have a new section of rules related to vehicles and starships!!!
Classes
Looking back at the history of the changelog, I realized that classes had become pretty wild. My initial approach to creating
classes had been: start with a 5th edition concept and plug in features from other classes that seem to work. Essentially,
this was horrible game design.
Each class and subclass needs a concept. In some cases, the translation from 5th
edition to Mass Effect was easy, and the concept was well defined. Adepts are a great example: they're glass-cannons. Each
adpet subclass also had a unified concept. Commandos dish out huge amounts of single target damage, focusing on
force-type biotic powers. Blackstars were control experts. Disruptors had the most AoE potential and had benefits to
necrotic powers. Unfortunately, all the other classes and subclasses fell short (with a few exceptions).
The engineers were severely underpowered. This was an inherent problem with the variable (X-cost) casting mechanic.
The infiltrator subclasses looked like I'd taken all of the rogue subclasses, shaken them up in a bag, and randomly drawn out some features
from each. One major oversight was that infiltrators lacked a true sniper rifle class, which was their primary weapon in
the Mass Effect games. Soldiers seemed uninspired. Vanguards had everything plus the kitchen sink thrown into their progression tables.
And sentinels felt too much like a multiclasses engineer/adept.
Therefore, classes have received a number of significant changes. For each class and subclass, I started with a concept and made sure the
base class reflected that concept. The base class concepts are rooted in how the class played in the Mass Effect games.
The subclasses are unique creations that focus on a particular aspect of the base class.
Adepts
The adepts were generally fine and should feel like they did in v0.8.4. However the number of spell slots have been
reduced to match the spell progression of "full-casters" in 5th edition (clerics, druids, bards, sorcerers, wizards).
Note: ME5e spells are squished by 2. I.e. a 1st-level spell in ME5e is in between a 1st/2nd-level spell in 5th edition.
Instead of set levels in which an Adept learns new spells, they can learn new spells at every level, giving them many
more opportunities to advance their arsenal.
Engineers
Concept: Versatile casters.
Subclass Concepts: Drones, Healing, Strategy
The Engineer tech point system has been overhauled. Instead of tech spells having a variable cost, tech spells have spell
levels. Engineers use tech points to cast those spells, requiring one tech point for each level of the spell they want to cast:
1 tp = 1st level, 2tp = 2nd level, etc. This is a very minor change to 5th editions spell slot system, but it gives the
engineers a greater amount of versatility. Should I keep casting pot shots for 1 tech point? Or should I pump all of
my tech points into a spell for a huge payoff. They're still limited in how many tech points they can spend (a 50th level
incinerate is just a bit OP...). But they have the option of casting 50 1st-level incinerates or 10 5th-level incinerates,
whereas traditional casters are limited by their spell slots. This makes engineers adaptable to any situation.
Drone Jockey
Drone Jockeys remain unchanged.
Medic
Medics remain unchanged.
Mastermind
Masterminds are always one step ahead of their enemies. Moved from the Sentinel class, masterminds are highly-intellectual and skilled individuals.
- enfilade detonate primed enemies with your reaction, setting up the perfect combo
- jack of all trades general ability in all skills
- extra attack
- tactical advantage grants you bott advancement options for all your advanced spells, making any strategy possible
- spell steal is your ultimate trump card against other casters
Infiltrators
Concept: Stealthy combatants that fight from the shadows. The parity between Rogues and Infiltrators is self-evident, so the infiltrator base class is heavily based on rogues.
Subclass Concepts: Melee, Sabotage, Sniper Rifles
Though Infiltrators had a number of interesting combat options, Tactical Cloak proved too powerful to pass up in playtesting.
Each round of an infiltrator's turn consisted of Attack, Tactical Cloak, Move. With tactical cloak always on,
the infiltrator rarely suffered damage could always apply their sneak attack damage. This made for rather boring combat.
Another issues was multiclassing an Engineer with 2 levels of Infiltrator provided more opportunities for tactical cloak
than a full infiltrator.
To fix these issues, Tactical Cloak uses are limited to two users per short rest, increasing based on infiltrator level.
Shadow
Focus on melee attacks, closing distance, and sneaking up on targets.
- up close and personal increases your sneak attack damage with melee weapons
- silent cloak allows you to close distance without being noticed.
- melee prowess improves your melee weapon attacks and damage
- shadow strike improves your tactical cloak, allowing you to close distance, escape movement impairing effects, and strike targets
- death strike grants an opportunity to deal devastating damage with a single opening attack
Sniper
Focus on using sniper rifles, giving infiltrators a subclass that references their Mass Effect counterpart
- steady aim a powerful feature making this subclass deadly with a sniper rifle
- careful eyes find targets even when they're hidden
- overwatch monitor the battlefield and attack any creature that tries to move out of cover
- killshot improved sneak attack damage with sniper rifles.
Saboteur
Saboteurs control the battlefield using distractions, tech powers, and sabotage. Very similar to arcane tricksters.
- saboteur's touch sabotage enemy weapons
- combat heuristics regain tech points every time you take down an enemy
- tactical ambush increase the effectiveness of your spells when you use them from tactical cloak
- misdirection make sure you're never hit in combat again
- saboteur's reflexes rule the first round of combat by taking two turns
Sentinels
Concept: Tanks and combat leaders
Subclass concepts: Leadership, Survivability, Support
Sentinels felt too much like a multi-classed adept and engineer. The new sentinel progression attempts to provide a
unique spellcasting experience for the class, utilizing the warlock progression from 5th edition.
Tech Armor was proving too powerful at high levels, granting as much as 300 additional hit points. The number of uses
per long rest has been reduced to 2.
Finally, the stat split for sentinels is over. Choosing between Wisdom and Intelligence was too much of a hindrance
and didn't make sense with the simplified spell system. Charisma is now a sentinel's spellcasting modifier.
Bastion
Bastions are combat leaders. Their features are based on the Warlord concept from Mike Mearls. Whereas masterminds
focus on increasing their own combat potential, bastions focus on increasing the potential of their party members.
- master tactician increases the range of Help action and allows it as a bonus action
- tactical focus choose an area of the battlefield and apply a unique tactic, the number of tactics and size of the area increases as you level
- every ready make sure you're never surprised again and keep yourself at the top of the initiative order
- call the shots sacrifice your action to bolster your allies and inhibit your enemies
- tactical maneuvers direct your troops around the battle field
- synchronized assault give your allies an additional action
Juggernaut
Juggernauts are living tanks, nearly impossible to kill.
- assault armor keep the action on you
- hardened tech armor increased ac and nullify critical hits
- advanced tech armor keep your tech armor alive by gaining hit points when you cast spells
- unyielding assault avoid becoming paralyzed, stunned, or frozen
- adaptive tech armor gain resistance to the last type of damage you took
Guardian
Ultimate support specialists. They can buff the party but their expertise helps in non-combat situations. Overall, guardians
remain similar to their previous iterations. The primary change is that they are no longer limited to learn specific auras,
and their auras last 10 minutes.
Soldiers
Concept: Weapon masters and combat experts.
Subclass Concepts: Combat Prowess, Weapon focus, EXPLOSIONS!!!
Havoc Subclass
Havoc soldiers do just that, cause havoc. They do so by using grenades, heavy weapons, and more powerful combat powers.
- advanced weapon holsters allow havoc soldiers to bring more guns into a fight
- makeshift grenades never run out of grenades again, use your omni-gel to create new ones
- advanced combat powers do more with your combat powers
- heavy weapon hack never run out of heavy weapon charges, use your omni-gel to create new ones
- paint by number target and fire your heavy weapons in the same round.
Weapon Master
Weapon masters specialize in a single weapon. Mostly unchanged from the previous version, except their superiority die-type
increases with their level.
Gladiator
Based on the Samurai of 5th Edition's Unearthed Arcana. Gladiators revel in te challenge of combat and are extremely
difficult to kill. Their fighting spirit gives them incredible advantage in combat and can even prevent death.
Vanguards
Concept: war-casters that use high-risk, high-reward tactics
Subclass Concepts: Melee, Shotguns & Charge, Biotic Powers
Vanguards spellcasting has been adjusted to "half-caster" level (paladins & rangers), requiring more emphasis on barrier
manipulation and close-quarter combat. However the nemesis su...
v0.8.4
v0.8.0
General
Burst Fire
We've introduced a new weapon feature that borrows from the Dungeon Master's Guide, Burst Fire. Weapons with Burst Fire allow players to spend their action
"spraying and praying" giving a bit more variety to assault rifles and smgs.
Backgrounds
Have been added! They're ok but could use a lot of work and we're open to new suggestions, so please leave us feedback
Tool proficiencies
Have also been added to accompany backgrounds. They're also a work in progress and the starship systems are not filled out as
we're still in the process of creating that ruleset.
Omni-gel
Omni-gel is a new resource that is necessary to power tool kit abilities.
Fighting styles
The advanced versions of fighting styles have been removed. Trying to balance advanced fighting styles proved difficult,
and many advanced versions we're too powerful. In addition, some fighting styles have been updated:
- Gunslinger: Effectively grants Two-Weapon fighting for ranged weapons. Though it can no longer stack with Double Tap, there is no damage penalty on the attack
made with your bonus action. - The Freehand: Description clarified to provide bonus when wielding a weapon that is not two-handed
- Carnage: Replaced with damage reroll (similar to 5th Edition's Great Weapon Fighter).
- (New) Close Quarters Shooter: Slightly less powerful version of 5th editions, the limitations are put in place because the majority of combat is ranged and the
benefit of the 5th edition version out-shined all other offensive fighting styles - (New) Assault: Increases your Burst Fire capability
Barrier
Barrier has been removed as a cantrip. Instead, barrier is a class feature available to Adepts, Sentinels, and Vanguards.
For a full justification, see the blog post about the change.
Cantrips
Instead of learning cantrips as part of your spell gains, you instead learn cantrips as you progress in your class level.
In short, you know a number of cantrips (advanced count as 2 cantrips) based on the number of cantrips known on your progression table.
Detonators
The potency of detonators have been increased slightly, giving them a more satisfying feel. We will continue to work on how to make these more attractive.
Races
All races have been provided with a flat 10,000 credit increase to their starting credits. Prior to the increase, average rolls were comparable to taking the starting equipment,
providing almost no benefit for gambling.
Salarians
- Photographic memory: Proficiency bonus is based only on ability checks for recalling information.
Classes
Adepts
- Blackstar: Biotic Control, Lift and Pull names are swapped (see spells below). Additionally, the Lift portion provides advantage when maintaining the spell.
Infiltrator
- Tactical cloak: Added a duration of 1 minute
Sentinels
- Removed the attainment of an advanced Fighting Style
- Bastion: Assault Armor, clarified the wording of this feature. Added additional saving throws for affected targets.
Vanguards
- Removed the attainment of an advanced Fighting Style
- Shock Trooper: Biotic Slash now detonates a primed target.
Spells
- Backlash: Change to a concentration spell, lasts 1 minute
- Charge
- Distance: Removed. Was not as attractive as Barrier Regen
- Stunning Blow (new): Stuns target that fails saving throw. Provides a control option for players not investing in Barrier.
- Biotic Push: Removed. Between Throw and Biotic Punch, there was no niche that Biotic Push filled.
- Biotic Pumch: Flat barrier tick gain. Casting time is an Action.
- Siphoning Strike: Gain 10 shield points.
- Dark Channel: Damage reduced to d6. Dark Channel caused equivalent damage to 1st level spells. Instead of transferring to a random creature,
transfers to the nearest creature. - Dark Sphere: Reduced duration to 1 minute.
- Lash: Removed barrier tick cost. Set range of 10m.
- Lift: Has been renamed Pull, as the mechanics of this spell better reflect Pull in Mass Effect 2, 3, and Andromeda
- Pull: Has been renamed Lift and refactored, becoming a cantrip for moving objects around with a mass effect field.
- Sabotage: Removed the attack roll, but increased cost. Added saving throw for weapons that are a part of creatures.
- Backfire: Replaces Disable. Deals damage back at attacker.
- Sentry Turret: Added duration of 1 minute.
- Slam: Clarified that this spell can be used on a creature.
- Reaction: Replaces Improved Damage. Allows Slam to be cast as a reaction.
- Slow Fall: Added advanced options
- Improved Duration: 5 min duration
- Navigate: Can direct the movement of the fall.
- Submission Net: Refactored, the spell text was confusing. Now the focus is controlling targets and preventing Tech casting.
- Electrified Net: Allows dealing damage to trapped targets
- Anti-Tech: Can cast as a reaction when creature casts tech
- Throw: Increased damage to d8. Added Medium or smaller restriction to push back.
- Radial Blast: Replaces Improved Force. Deals damage to all creatures within 2m sphere of initial target.
Weapons
- Added ML-77 Missile Launcher
- Added Collector Sniper Rifle
Armor
The way AC is calculated has been changed. Prior, there was an AC penalty if you were not wearing armor, resulting in very low AC and
making it very dangerous to play a character without armor. Now, AC is granted by individual armor pieces.
Bestiary
We've redistributed CRs in the bestiary. The abilities and features have remained the same, but some stats (primarily attack
damage and hit points) have been adjusted.
New:
- Elcor
- Harvester
- Klixen
- Pyjak
- Thresher Maw
- Varren
- Varren Alpha
- Yahg
Weapon Mods, Site Look and Feel, Class Adjustments
Weapon Mods!
We've added weapon mods to the PHB. A whole new way to beef up your favorite guns! However we replaced the specialized thermal clips
with weapon mods, so the specialized thermal clips have been removed from the game.
General
- Removed "Backgrounds" page. Information was incomplete and not applicable. Will be re-introduced when backgrounds are complete.
- Added basic information about resupply costs for items (Medi-gel, Heavy weapon charges, thermal clips, and grenades).
- The opportunity to quickly reload a weapon has been labeled "Rapid Reload," and is performed as a reaction to taking the Reload action.
However, the Rapid Reload reaction cannot be taken by a player wielding 2 weapons. - Added Infrared Vision as a ersatz replacement for Truesight.
Classes
Starting weapon choices adjusted:
- M-8 Avenger replaces M-96 Mattock
- M-4 Shuriken replaces M-25 Hornet
- M-92 Mantis replaces M-13 Raptor
- Fighting Style: amended to allow classes that learn this ability twice (soldiers, sentinels, & vanguards) to learn 2 initial perks from two different fighting styles or
one initial and one advanced perk from a single fighting style. - Brawler Fighting style updated. Proficiency bonus added to melee attack damage rolls. Advantage on melee attacks moved to advanced perk.
Adepts
- Adepts learn 2 cantrips and 2 1st level spells at level 1. This makes up for the fact that Adepts do not gain any basic ability at level 1.
I.e., Engineers = Drone; Infiltrators = Tactical Cloak, Sentinel = Tech Armor, etc. - Additional opportunities to learn biotic spells. Total opportunities = 16.
Engineers
- Engineer's Efficiency added at level 3, providing the engineer with a cantrip-like tech power.
- Additional opportunities to learn a tech powers. Total opportunities = 14
Infiltrators
- Tech power acquisition redistributed, allowing 9 opportunities to learn or advance tech powers (used to be 6).
- Tech point maximum increased to end at max 8, instead of max 6.
Sentinels
Overall, Sentinels were reworked to provide more opportunities to learn biotic spells and tech powers, but they can never
cast those spells with the potency of Engineers or Adepts. This change also balances potential multi-classing. I.e., a multi-classed
Adept/Engineer could have 8 Tech Powers (max TP = 6) and 10 Biotic spells (max spell slot 3rd level). Whereas a max level Sentinel
could have 7 Tech Powers (max TP = 6) and 8 Biotic Spells (max spell slot 3rd level).
Vanguards
-
Removed the automatic acquisition of Barrier at level 1. Instead, Vanguards can choose one of the following cantrips: Charge, Biotic Punch, Barrier, or Throw
-
Removed Sentinel Mastery class feature, replaced with additional opportunity to learn a biotic spell and tech power.
-
Increased the level at which Sentinels can learn biotic spells: 5th level = 1st level spells, 9th level = 2nd level spells, 15th level = 3rd level spells.
-
Additional opportunities to learn a tech powers and biotic spells. Total opportunities = 15
Races
- Krogans can be Engineers, this is in line with the Andromeda lore, and there is nothing relevant in the codex that would justify them
not being able to be Engineers. - Salarians: added High Metabolism trait indicating they need a limited amount of sleep.
- Removed confusing syntax about taking a feat. Before, site stated that Ability Score Improvements could be substituted for a feat "available to your race".
Feat acquisition is only limited during character creation for level 1 characters. Otherwise, all feats are available to all races.
Weapons
- Added normal and long range distance to ranged weapons. Essentially, this added a limit to which weapons cannot be fired beyond.
- Melee weapon attack damage bypasses shields.
- Krogan Warhammer no longer stuns or pushes enemy back. Instead, has the possibility to knock the target prone.
- M-8 Avenger: RoF reduced to 3
- M-96 Mattock: Damage increased to d10
- M-4 Shuriken: Damage reduced to d1
- M-25 Hornet: Range increased to 8m
- M-13 Raptor: Damage increased to d8
- All Heavy Weapons are unique (cannot be modded)
- Double Tap allows Dex mod to be used when making the attack roll (not damage roll). Used to prevent dex mod from being applied to attack and damage roll. This bring the skill in line
with 5th Edition's Two-Weapon Fighting rules.
Armor
- Increase potency cost of
+1 to melee, ranged, biotic, tech, or combat
attack and damage rolls from 8000/level to 12000/level. Bring this in line
with weapon mods cost. - Potency should never be < 3
Spells
- New cantrips: Biotic Push & Biotic Punch
Site improvements
- Updated homepage, about page, news page, changelog
- Spell sorting/filtering added
- Fixed bug where Race page footer navigation had "Next class" as the button label
- Fixes bug where Biotic Walls advancement, Shifting Wall, did not display complete description.
Cerberus Forces, Aligning to 5th Edition
General
- Medi-gel is basically a health potion.
- Shields regenerate after combat in addition to a short or long rest, or by taking the Hide or Dodge action
and taking no damage. - Armor proficiency moved back to the class (not race). To compensate this change, the 5,000 credit cost for race customization has been removed.
Skills
- Hacking renamed Electronics to encompass a wide variety of checks.
- Nature renamed Science as a catch-all for scientific intelligence checks. In theory, most information needs can be found with
a quick search on the exonet. This check involves making connections between facts based on experience or intellect. - Piloting renamed Vehicle Handling and base ability changed to Dex. This covers your ability to maneuver vehicles. The GM
can also ask for a Wison (Vehicle Handling) check when attempting to drive unfamiliar or alien vehicles.
Weapons
Almost all weapon weights have been reduced by 1-2. The exception is a few Heavy Weapons.
Omni-weapons
Omni-weapons replace void left by omni-tool attacks. They are light weapons that take no weapon slot and take a free action
to draw. This gives players the option of having a back-up, at-the-ready melee attack.
- Added Omni-Taser & Omni-Hammer added
Other weapon changes
- Asari Huntress Sword & Asari Warsword combined into one weapon. Only allows casting of cantrip.
- Cerberus Operator Blade renamed Monomolecular Blade
- M-98 Widow deals double damage to targets not behind cover, replacing the complex and unrealistic 'line-damage' to creatures behind the target.
Feats
- Melee Specialist:
- with two-handed ranged weapon, can attack with an omni-weapon
- with one-handed ranged weapon, can attack with light or versatile (w/ one hand) weapon
- only melee, removed +1 AC (benefit available w/ Dual wielder feat)
- Added Dual Wielder feat
Classes
- Dual Wield fighting style renamed Gunslinger to avoid confusion with the Dual Wielder feat
- Engineer's Styptic Medi-gel Enhancement increases the potency of the medi-gel.
Bestiary Updates
- Husk, Str increased to 13, AC increased to 14, CR decreased to 1/8
- Abomination, Str increased to 13, HP increased to 26, CR increased to 1/4
- Collector Captain, Summon Seaker Swarm summons 1d4 swarms at an unoccupied space it can see within 10m.
- Harbinger, Added legendary actions, added melee attack, added Dark Channel to spell list
Site Enhancements
- Fixed bug that showed
Shields 0 ( regen)
when a monster had no shields. - Added Distance rule change back into general rules.
- Fixed bug that caused side navigation menu to sometimes not show up.
Bestiary, Shield Refactor, Site Improvements
v0.5.0
Site Enhancements
- Rule dialogs added for quick reference.
- Tooltips added for conditions
- Special thermal clips added as possible npc feature in the grunt generator.
- Spell cards added to printables section
- Bookmarks allow you to save spells, weapons, and npcs for quick reference
Rule Changes
- Reloading updated. Players may attempt to reload as a bonus action.
- Shields
- Flat temporary HP that no longer increase with level
- Gained from armor and items, not inherent to the player character
- Regenerate fully on a short/long rest
- Regenerate in combat if the player takes the Dodge or Hide action then takes no damage until the start of the player's next turn.
- Primer and Detonator rules added as variant rule.
Thermal Clips
- New thermal clips added: Drill, Explosive, Phasic
- Thermal clip mechanics changed to account for addition of primer and detonators.
Armor Mods & Sets
Armor or mods that granted an increase in shield regen die type, now increase shield regen by 5.
Armor sets that had +shield points, have the total shields and regen amount listed.
Spells & Powers
Any spell effect that had a player 'gain shield points', no only effects players wearing armor.
- Annihilation Field: Drain option replaced with Phasic, which bypasses shields.
- Shocking touch: Absorbing Shock option replaced with Reach, increasing the range of the power.
- Siege Pulse: Shield point cost reduced to 5.
Bestiary
Collector forces added.
Reaper forces added (excluding Reaper Destroyers and Reaper Capital Ships).
Races
Geth
- Hunter Mode: No longer reduces shields. Movement increase reduced to 2m, attack bonus reduced to +1. Soldier class bonus reduced to only necrotic and force damage resistance.
v0.4.2 - Rule Clarifications
v0.4.2
Some minor rule changes and clean-up based on a play test 1/13/18
Armor
The starting armor was very over powered, so 'standard' armor has been added for level 1 characters. In addition, some
armor set prices have been increased.
Classes
The Extra Attack feature said it required a short rest between uses. This was a 'misprint'.
Soldier
- Weapon Master: Strafe moved to 7th level. Attack as a bonus action, not free action.
- Weapon Master: Quick reload changed to Devastating Critical, gained at 15th level.
Engineer
- Max Tech Point progression increased
- Drones last one minute. Clarification about attack bonuses made. AC differs per drone
- Medic: Healing drone's healing done increases like cantrips (in-line with all other drones), but you gain additional stats at 14th level.
- Drone Jockey: New feature Improved Drones.
- Drone Jockey: Feature progression rearranged: Dual Drones @ 7th level. Improved drones @ 10th level.
Infiltrator:
Sneak attack doesn't need advantage if target is flanked.
Spells
- Barrier is an Action, with bonus action as available advancement. It was too easy to use all your Barrier Ticks for an attack,
then cast it as a bonus action at the end of your turn for defense. While we like this possibility, it shouldn't be available right
off the bat.
v0.4.1 - Rule Clarifications
v0.4.1
Additional changes marked for 0.4.0 that didn't make it in.
- Krogan Warhammer was way too prowerful to use as a starting weapon. Damage & Min Str decreased. Chance to stun on available for unprotected enemies.
- Starting credits reduced.
- Riot Shield added
v0.4.0 - Spell Refactor
v0.4.0
General
Encumbrance & Carry Capacity
Bringing this rule in line with 5th Edition. Lifting and Carrying rules added. Includes a limit on number of weapons you may carry
and armor matrix has minimum strength scores. In addition, an Encumbrance Variant rule is added that uses weapon & armor weight.
Armor Sets added
A whole range of armor sets have been added.
Armor Mod rules
Further information about Armor Mods and creating new Armor Mods has been added.
Armor Mods
- Armor mods overhauled (price and mechanics).
- Added 2 Armor Mods (Hip Holster & Back Holster) that increase weapon slots or carry weight.
Classes
Updates saving throws:
- Adept: CON & CHA => WIS & CHA
- Sentinel: WIS & CHA => CON & CHA
- Vanguard: CON & STR => WIS & STR
Engineers
- Demolisher's Advanced Weapon Holsters reworded to account for new weight/encumbrance rules
Races
Geth & Unshackled AI
Composite plating updated, now AC is 13 + DEX modifier.
Quarians
Cybernetic Augmentation reworded to account for new weight/encumbrance rules
Salarians
Added amphibious trait
Photographic memory changed. Instead of advantage in multiple skills, gain expertise in one skill.
Krogan
Removed the option to be an Engineer.
Spell/Power changes
- Biotic modifier is based on your Wisdom score.
- Tech modifier is based on your Intelligence score.
- Sentinels use both biotic and tech modifiers.
Bitoic Spells
- Annihilation Field
- Damage increased 6d8 => 12d6
- Catapult
- Damage increased 3d8 => 3d10
- Charge
- Hits multiple targets
- Poison Strike => Necrotic strike. No longer causes poisoned effect. Deal more damage in a line.
- Tremor => Distance. Increases radius of impact
- Dark Channel
- Damage increased d6/d8 => d10/d12
- Improved Duration => Cripple. As a reaction, reduce target's attack roll or saving throw
- Dark Sphere
- Damage increased 3d8 => 6d8
- Flare
- Damage increased d10 => d12
- Lance
- Damage increased 2dx => 3dx
- Phase Disruptor
- Damage increased 1d8/d12 => 3d4/d6
- Reave
- Damage decreased 2d12 => 2d10
- Slam
- Damage adjusted, 2d8/d12 + biotic modifier (instead of 1d8/d12 + 2 * biotic modifier)
- Storm
- Damage increased 8d6 => 8d10
- Throw
- Damage increased d4/d6 => d6/d8
- Vortex
- Damage increased 4d10/d12 => 12d4/d6
- Warp
- Damage increased d6 => d10
- Poison => Keel Over. Chance to stun target.
Combat
- Ballistic Blades
- Damage decreased 6d6 => 2d12
- Scaling damage added
- Beehive
- Damage decreased 2d10 => 2d6
- Scaling damage added
- Concussive Shot
- Damage decreased d10 => d8
- Blinding shot => Improved shot. Increases damage to d12
- Havok Strike
- Damage decreased 3d12 => 2d8
- Scaling damage added
- Hawk Missile Launcher
- Damage decreased 3d10 => 3d6
- Scaling damage added
- 2 charges per long rest
- Nightshade Blade
- Secondary poison damage added
- Scaling damage added
- Siege Pulse
- Damage reduced 2d10 => 2d4
Weapons
- "Semi-Automatic" renamed to "Double Tap"