Variant Rules (Mass Effect Supplement)
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For the sake of brevity, # represents any number being described in a variant rule.
Variant Hit Points
In the Mass Effect setting, players can have up to 4 kinds of hit points. In order for hit point types listed higher to be effected, hit point types listed lower must be at 0. Certain equipment grants HP, AP, SP, and BP, as listed in the column listed as such.
- Hit Points (HP) - the basic physical health of a biological creature. Player characters have a number of hit points equal to their level x their maximum hit die roll. Thanks to incredible advances in medical science, all hit points are regained at the end of a short rest.
- Armor Points (AP) - physical protection from natural or artificial hard plating. A creature may restore a number of armor points at the end of a long rest listed in parenthesis next to the source of the armor points.
- Shield Points (SP) - mass effect fields generated by artificial sources, such as from armor, omni-tools, or a ship's shielding core. A creature regains a number of shield points at the end of each of their turns listed in parenthesis next to the source of the shield points after not taking damage for a number of rounds listed next to it (listed as SP (Rounds before regain (regain number)).
- Barrier Points (BP) - mass effect fields generated by natural sources, most often from a biotic channeling through an amp. A creature regains a number of barrier points at the end of each of their turns listed in parenthesis next to the source of the barrier points after not taking damage for a number of rounds listed next to it (listed as BP (Rounds before regain (regain number)).
- Ranges - All weapons have 3 ranged listed as Close Range/Effective Range/Long Range. Attacks at a weapon's close and long range have disadvantage.
- Switching - Weapons without the Light property can be switched to or reloaded as a bonus action. Weapons with the Light property can do so as a bonus action.
- Damage Multipliers - All weapons deal more or less damage to HP, AP, SP, and BP, as listed in the column listed as such.
- Multiattack - All weapons can be fired any number of times, using the same roll as the first. For every attack after the first, a penalty is added to the attack roll listed in parenthesis after the weapon's damage.
- Charge - Weapons with the charge property can be charged as an action. On your next turn, your first attack with the weapon deals 2.5x as much damage.
- Accelerate - Weapons with the Accelerate property have their multiattack penalty (the number listed next to the weapon's damage) decreased by a number listed in parenthesis (i.e. Accelerate (-1)) to a minimum of -0.5.
- Burst (X) - Weapons with the Burst (X) property can have X attacks made with them without adding its multiattack penalty, incurring the penalty immediately after the Xrd attack.
- Ammunition - most non-heavy weapons use thermal clips. Each weapon can be fired a number of times before needing to load a different thermal clip as an action listed as Reload (#). Heavy weapons use power cells as their ammunition, and can be fired a number of times listed as Reload (#) before needing to load a number of power cells as an action listed as Power Cell (#).
- Heat - some non-heavy weapons have an integral thermal clip. The Heat property is listed as Heat (X/Y) with X representing how much heat is generated by a single shot, and Y representing how much heat is lost at the end of each turn the weapon is not fired. If a weapon reaches 100 heat, it must reach 0 heat before it can be fired again.
- Blast - all creatures within a number of feet listed as Blast (#/X) are targeted by the attack roll as well, taking half as much damage for every listed distance they are from the original attack listed as Blast (X/#).
- See also: Firearms (5e Variant Rule)
All classes grant various powers. After using a power, you can not use any other powers until you recharge a number of power points listed in the feature. You automatically recharge a number of power points equal to all of your ability modifiers added together. Recharge reduction decreases the total amount of power points required.
List of Skills