recursal/Fanatic-Fandom huggingface dataset:
Annihilation Field

*Spin a fiery effect around you to watch your enemies burn*

**Effect:**Spin a blackened biotic fire around the character to burn nearby enemies. When active, the field can be recast to blast a short-range area. Doing so triggers another biotic point cost and biotic cooldown. This power cannot be detonated. This will not target allies.

**Requirements**: Biotics: 7, Knowledge (Physics): 2, Knowledge (Biology): 2. Each rank increases skill requirements by +2.

**Activation**: 1 action

**Target**: Self

**Duration**: 7 turns maximum or until dismissed

**Notes**: Since you require one hand to maintain this power you cannot use any action that requires 2 hands and can only wield SMGs and Pistols or a melee weapon.

**Biotic Cooldown**: 2 turns

**Biotic Point Cost**: 2 to activate

## Rank 1

* Enemies within 10 feet of caster: for each action they take within the 10 feet radius, they take 1d4+1 damage.
* After initial cooldown, field can be recast and deals 3d6 damage to all enemies within 15 feet (no save). Doing so costs 1 action, triggers another biotic cooldown of the power, and costs biotic points

## Rank 3

* Enemies within 10 feet now take 2d4+2
* Triggering the blast now deals 4d6 damage
* Biotic Point cost increased by 1

## Rank 4

Choose one of the following effects to add to the effects of Annihilation Field:

**Damage**

* Increases damage to enemies within 10 feet by 1d4+1 (this does not affect the blast damage)

**Impact Radius**

* Increase blast radius by 5 feet.

## Rank 5

Choose one of the following effects to add to the effects of Annihilation Field:

**Damage Taken**

* Enemies damage by the field have their DR reduced by 1 until the end of your next turn

* Increase activation cost by 1 Biotic Point

**Movement Speed**

* Movement speed increased by 5 feet while power is active
* Increase activation cost by 1 Biotic Point

## Rank 6

Choose one of the following effects to add to the effects of Annihilation Field:

**Improved Damage**

* Increases damage to enemies within 10 feet by 1d4+1 (this does not affect the blast damage)
* Increase activation cost by 1 Biotic Point

**Drain**

* Duration increased to 15 turns
* Each point of damage dealt by the field (not the blast) regenerates Shield HP for the caster. If at maximum, the regeneration is discarded. Shield HP is now considered a Barrier Shield, meaning it counts as both a barrier and a shield for the purposes of determining whether certain powers or abilities deal extra damage against it
* Increase activation cost by 1 Biotic Point
Kreeree

Kreeree is an Aarakocra--a bird-like species of humanoids who are rarely seen on the prime material plane. She stands 4'7" and her plumage is almost entirely gray, with some white, black, and dark blue feathers appearing in her crest, and around her eyes. Her wingspan is approximately 12'.

She dresses plainly, in dark colors, and leather armor. Pinned to the collar of her cloak is an unfamiliar military insignia.

She seems ill at ease on the ground, and her eyes dart about a great deal.

Was briefly the monarch of a small underground kingdom of humans. Or maybe of mushrooms. Also, "briefly" might be her whole life. She's happy to be past that part of her life, though, as being *on* the ground is stressful, and being *under* it is an absolute nightmare.
Basic Rules

Below are the basic rules to follow on the Dakaretai Wiki:

**American English or British English**

* We use British English on this wiki. This is an english site so we prefer it to be in English. This includes all editing, commenting, posting etc.

**Editing**

* **Check your edits** for spelling, grammatical, and all other errors before publishing!
* Use the preview button when making edits.
* **Before** publishing, make sure everything is formatting properly.

Any sign of vandalism trolling. Users who aren't signed in will get one warning only.
**Social**

* Be civil towards other users.
* Don't be immature, rude, or childish towards others.
* Avoid getting into edit wars. Such an occurrence will result in an admin locking the concerned article(s) and banning all parties involved.
* Only post what is relevant to the wiki.
* You should own an account on the Wiki to make and public edits. This is a way to avoid vandalism.
* **Follow the Manual of Style!** This keeps the wiki looking neat and organized.
* **Follow all guidelines!**

######
Taryn

**Taryn** is one of the champions in LEGO Champion Arena.

## Background

Amanda Taryn is a super hero of B.C. City and one of the three members of The Furies, which consists of herself, Natalia "Miss Speed" Carter and Samantha Waynor. Together the trio work as a side force of the Justice Alliance, a super hero organisation led by Stephen "Captain Justice" Stark. A notable enemy of The Furies is Kimmie Cho, The Frozen Heart who almost defeated all three of them by herself, but her plan was foiled after Captain Justice, Doctor Zandar and Crimsonite came to rescue them. The Furies are stronger together, but they don't always come on top.

## Abilities

### WEAPON: **Stinger**

* Ranged weapon that deal 35 damage.
	+ Damage increased by (+1.5 on LVL Up)

### TRAIT: **Hive**

* Place down a Mechanical Hive for 5s that creates an aura around it, increasing your attack speed and the attack speed of all allies within it.
	+ Hive Duration increased by (+0.2s on LVL Up)
* **COOLDOWN**: 6s

### SPECIAL MOVE: **Swarm**

* Create a swarm of nano-wasps for 6s that damage the targeted enemy for 50 damage every 0.2s.
	+ Duration increased by (+0.1s on LVL Up)
	+ Damage increased by (+5 on LVL Up)
* **COOLDOWN:** 100s

## Skins

### Weapon Skins

Aquos • Balli • Chang • Erwin • Executioner • Feng • Ivan • Jang • Jo Tsuoyi • Layla • Maw • Natalia • Nicolai • Owen • Rex • Rhea • Sam • Shelly • Sorem • **Taryn** • Thatch • Zhandra
**Tank**

Alice • Elenor • Gabriel • Gyle • Hera • Kyla • Lerus • Manasa • Mason • Mia • Nada • Quinn • Red Son • Sandro • Syndrea • Telos • Timorius • Vexa • Vladimir • Yuno
**Specialist**:

Ava • Bernadette • Charow • Ellion • Ganiah • Ghost • Glinda • Jack • Lyus • Maxina • Morrow • Pestan • Syco
**Utility**
Lift Grenade

*Grenade Power. Blast sends enemies floating helplessly in the air*

**Effect:**Infusing the grenades with biotic power and throw them at your enemies, causing them to fly when caught unaware. Unlike Cluster Grenades, they remain helpless in the air rather than dealing damage. When duration ends, they fall softly to the ground. A save prevents creatures from being sent flying.

**Requirements**: BAB +0, Biotic Power: Pull

**Activation**: Choose to activate when throwing a grenade.

**Notes**: Falling damage is not applied.

**Save:** Fortitude Save DC 12 + 1/2 Biotic rank negates flying effect.

## Rank 1

* Grenade deals 2d6 damage
* Radius: 15 feet
* Creatures are flying helpless in the air 10 feet above ground if cannot pass save
* Creatures remain in the air for 1 action (losing only 1 action of their turn)

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

Choose one of the following effects to add to the effects of Lift Grenade:

**Radius**

* Radius increased by 5 feet

**Damage**

* Increase damage by 1d6

## Rank 5

Choose one of the following effects to add to the effects of Lift Grenade:

**Improved Radius**

* Radius increased by 5 feet

**Duration**

* Creatures now remain in the air for 1 turn

## Rank 6

Choose one of the following effects to add to the effects of Lift Grenade:

**Slam**

* After duration ends, creatures are slammed into the ground, taking fall damage
* Creatures slammed are dazed for 1 turn

**Stronger Lift**

* Increase the Fortitude Save DC by 2
Homing Grenade

*Grenade power. Grenade tracks specified target dealing greater damage.*

**Effect:**Your grenades start tracking specific targets when thrown. A ranged basic attack determines if this succeeds. On hit, deals 5d6 damage. Reduces cover and defenses of the target by half when attacking.

**Requirements**: BAB +0, Electronics: 7, Repair: 7. Skill requirements increase by +2 for each rank.

**Activation**: Choose to activate when throwing a grenade.

**Notes**: Since this grenade is thrown from the omni-tool and not actually thrown by the character, strength is not a determining factor when it comes to range.

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

Choose one of the following effects to add to the effects of Homing Grenade:

**Impact Radius**

* Creatures adjacent to target take half damage.

**Damage**

* Increase damage by 1d6

## Rank 5

Choose one of the following effects to add to the effects of Homing Grenade:

**Maximum Grenade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Fire Damage**

* Targets damaged by this grenade are caught on fire and take 1d6 damage for 2 turns

## Rank 6

Choose one of the following effects to add to the effects of Homing Grenade:

Armor Damage

* Deal 50% more damage against Plating HP
* Reduce target's Plating DR by 1 for 2 turns

**Split Grenade**

* The grenade splits and seeks 2 additional targets (using only 1 grenade). A ranged basic attack roll must be made against each target. If it hits, only 50% of normal damage is dealt.
Adrenaline Rush

*The character is filled with adrenaline, allowing him to be more accurate and quick*

**Effect**: Provides a bonus to attack rolls and reflex saves at Rank 1 by using the omni-tool to increase the amount of adrenaline the user has in their system.

**Requirements**: BAB +3 at Rank 1. Each additional rank increases BAB requirement by 2 (Example, Rank 2 needs BAB +5).

**Activation**: 1 Free Action.

**Target**: Self

**Notes**: This power can be used a number of times per encounter equal to Constitution Mod + 1.

## Rank 1

* Provides a bonus on attack rolls equal to Wisdom Modifier (Min 1).
* Provides a bonus on Reflex saves equal to Wisdom Modifier (Min 1).
* **Cooldown**: 4 turns.
* **Duration**: 1 turn

## Rank 3

* **Cooldown**: 3 turns
* **Duration**: Increased to 2 turns.

## Rank 4

Choose one of the following effects to add to the effects of Adrenaline Rush:

**Hardening**

* While Adrenaline Rush is active, Gain DR 1 to armor and shields.

**Time Dilation**

* While Arenaline Rush is active, increase Critical Threat range by 1.

## Rank 5

Choose one of the following effects to add to the effects of Adrenaline Rush:

**Duration**

* Increase the duration of Adrenaline Rush by 1 turn.

**Burst**

* Reduce the cooldown of either a Tech Power, Biotic Power, First-Aid, or Shield Boost by 1 turn. Cooldown of Arenaline Rush reduced by 1 turn. Normal Adrenaline Rush bonuses no longer apply. Can choose to use Burst or normal Adrenaline Rush when activating.

## Rank 6

Choose one of the following effects to add to the effects of Adrenaline Rush:

**Ignore Pain**

* While active, DR increased by 1

**Greater Rush**

* Gain an extra action that must be used this turn. This action cannot be used to make an attack. Greater Rush effect lasts only 1 round. Adrenaline Rush's duration and bonuses has the normal duration.
Carnage

*Weapon-based power. Fire a massive blast against a target*

**Effect:**Use 1/2 your thermal clip to unleash a force of energy on unsuspecting enemies. On hit, it deals automatic critical damage.

**Requirements**: BAB +0, Proficiency: Shotguns.

**Activation**: 1 Action.

**Target**: Enemy within Shotgun Range

**Notes**: This power can be used a number of times per encounter equal to Wisdom modifier + 1 (minimum 1)

## Rank 1

* Empty 1/2 the shotgun's clip (or 100% if single shot) to launch a blast against a target. A ranged attack determines if blast hits.
* Damage dealt: Automatic critical damage to target, 1/2 to creatures adjacent up to 10 feet
* If target is on fire when Carnage kills creature, the blast area increases to 15 feet and affected creatures are on fire.
* Range: 60 feet
* Cooldown: 2 turns

## Rank 3

* Critical range of shotguns is increased by 1. This effect is permanent.
* Damage is increased to automatic critical + 1d6

## Rank 4

Choose one of the following effects to add to the effects of Carnage:

**Radius**

* Increase radius by 5 feet. All creatures inside the radius take full damage.

**Damage**

* Damage from the blast is increased by 1d6

## Rank 5

Choose one of the following effects to add to the effects of Carnage:

**Incapacitate**

* Target of the blast is dazed for 1 turn.

Recharge Speed

* Carnage now only costs 1 action

## Rank 6

Choose one of the following effects to add to the effects of Carnage. In addition, increase the critical threat of all shotguns by 1. This effect is permanent:

**Armor Damage**

* If the target has plating, increase critical multiplier by 1

Damage

* Increase damage by an extra 1d6
Cluster Grenade

*Grenade power. Infuse grenade with biotic power to send enemies flying and crashing down*

**Effect:**Throw a pack of grenades at your enemies infused with biotic energy. Those caught unaware will be sent flying. Grenades deal 3d6 damage in a 15 feet radius and creatures will be sent flying 15 feet.

**Requirements**: BAB +0, Biotics: 3. Ability to use at least one Biotic Power. Each rank increases skill requirements by +2.

**Activation**: Choose to activate when throwing a grenade.

**Notes**: Fall damage applies

**Save**: Fortitude Save DC 12 + 1/2 Electronics negates flying effects.

## Rank 1

* Grenade deals 3d6 damage
* Radius: 15 feet
* Creatures sent flying 10 feet in the air

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

Choose one of the following effects to add to the effects of Cluster Grenade:

**Damage**

* Increase damage by 1d6

**Radius**

* Increase radius by 5 feet

## Rank 5

Choose one of the following effects to add to the effects of Cluster Grenade:

**Maximum Grenade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Damage Combo**

* Creatures sent flying by grenades have the DR of their armor reduced by 1 for 1 turn.

## Rank 6

Choose one of the following effects to add to the effects of Cluster Grenade:

**Damage and Force**

* Increase damage by 1d6
* Increase flying distance by 5 feet

**Stronger Lift**

* Increase Fortitude Save DC by 2
Races

## Choosing a Race

There are 11 total races to choose from in the d20 Mass Effect PHB. They are:

* Asari

* Batarian

* Drell

* Elcor

* Human

* Krogan

* Quarian

* Salarian

* Turian

* Volus

* Vorcha

There is an additional race included in the PHB but it will not be used in this current campaign. The Angara are native to the Andromeda galaxy and therefore do not fit the timeline of events for a campaign in the Milky Way.
Engineer

## The Engineer

The engineer is a tech specialist, able to quickly and easily manipulate the environment with tech powers and repair/modify equipment. Engineers possess nearly all tech abilities but can only equip light armor and may only gain specialist training with pistols. They possess no biotic abilities. Tech skills focus on crippling and damage the enemy. They are one of the few classes able to employ Combat Drones on the battlefield.

Engineers benefit from high **Intelligence,** which improve their tech abilities.

* **Hit Dice**: d6

* **CLASS SKILLS**: Damping, Decryption, Electronics, First Aid, Hacking, Investigate, Knowledge (Physics), Knowledge (Technology), Listen, Medicine, Piloting, Repair, Research, Search, Spot

* **SKILLS POINTS at 1st level**: (6 + INT Mod) x 4

* **SKILLS POINTS at each additional level:** 6 + INT Mod

* **Starting Credits**: 5d4 x 20 + 1000 (average 1240)
* **Weapon, Armor, and Ammo Proficiency**: Proficient with all pistols, SMGs, Light Armor, and Disruptor Ammo.
* **Unique Powers**: Combat Drone, Sentry Turret

## Class Features

**Tech Points** The total Tech Points equal Intelligence Modifier x Character Level (minimum 1). You also gain additional points as shown on the table below. These points are not cumulative - simply add the number shown to the above formula.

For example, Tali'Zorah is a level 1 Engineer with a Intelligence Modifier of +3. Her total Tech Points equal her INT Mod (+3) x Character Level (x1) + Tech Point Bonus (+1). Therefore, her total Tech Points is 4.

At the start and end of each encounter, regain all expended Tech Points. If you run out of Tech Points during an encounter, you can no longer use tech powers. By spending 2 actions, you can recover a number of Tech Points equal to your Wisdom Modifier. Doing so provokes an Attack of Opportunity. If any damage is dealt to your shield, plating, or HP, the effect ends prematurely.

**Tech Specialization**: These specializations are used to learn new tech powers or to increase the rank level of currently known tech powers. You must meet all requirements to learn new powers or to increase ranks in existing powers. You can use the specialization to increase rank in a proficient ammo power. One specialization increases ammo rank by 1.

**Shield Boost**: At level 5, Engineers can spend a full-round action to boost her shields by issuing commands to their omni-tool. This recovers an amount of Shield HP lost equal to (Character Level + 2) x 3. The amount regained cannot exceed maximum shield total. This provokes an Attack of Opportunity. Damage dealt during this attack prematurely ends this action. This action has a cooldown of 10 turns.

**Improved Shield Boost**: At level 15, the amount of Shield HP recovered equals to (Character Level + 4) x 3
Soldier

## The Soldier

Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire. Soldiers have the most thorough weapon training and can use several diverse Ammo Powers. High level soldiers use Heavy Armor to absorb blows and combat powers to increase their accuracy at deadly ranges. Soldiers are the full spectrum warrior whose talent focus on improving durability and damage. They may specialize in any weapon they choose. Their major weaknesses are their complete lack of biotic or tech abilities, relying on squad mates to pick up the slack in those areas.

Soldiers greatly benefit from high **Constitution** which improves their HP and high **Dexterity** which aids in their aiming with weapons. They also benefit from having high **Strength** to use the heaviest of armors.

* **Hit Dice**: d10

* **CLASS SKILLS**: Balance, Climb, Electronics, First Aid, Heavy Weapons, Jump, Knowledge (Tactics), Listen, Piloting, Repair, Spot, Swim

* **SKILLS POINTS at 1st level**: (2 + INT Mod) x 4

* **SKILLS POINTS at each additional level: 2** + INT Mod

* **Starting Credits**: 5d4 x 20 + 1300 (average 1540)
* **Weapon, Armor, and Ammo Proficiency**: Proficient with all pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, Light Armor, Medium Armor, Disruptor Ammo, Incendiary Ammo, Cryo Ammo.
* **Unique Powers**: Heavy Armor, Fortification, Overkill, Carnage

**Combat Specialization**: These specializations are used to learn new combat powers or to increase the rank level of currently known combat powers. You must meet all requirements to learn new powers or to increase ranks in existing powers. You can use the specialization to increase rank in a proficient ammo power. One specialization increases ammo rank by 1.

**Shield Boost**: At level 2, spend a full-round action to boost your shields by issuing commands to your omni-tool. This recovers an amount of Shield HP lost equal to (Character Level + 2) x 3. The amount regained cannot exceed maximum shield total. This provokes an Attack of Opportunity. Damage dealt during this attack prematurely ends this action. This action has a cooldown of 10 turns.

**Heavy Armor Proficiency**: At level 7, gain proficiency to use Heavy Armor.

**Improved Shield Boost**: At level 8. the amount of Shield HP recovered equals to (Character Level + 4) x 3.

**Master Shield Boost**: At level 16, the amount of Shield HP recovered equals to (Character Level + 6) x 3.
Shrapnel Grenade

*Grenade power. Rip your enemies to shreds*

**Effect:**Throw a grenade filled with shrapnel. Shrapnel grenades must be thrown directly at a target.

**Requirements**: BAB +0, Repair: 2. Each rank increases skill requirements by +2.

**Activation**: Choose to activate when throwing a grenade.

## Rank 1

* Grenade deals 4d6 damage
* Explosive radius: 20 feet

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

Choose one of the following effects to add to the effects of Shrapnel Grenade:

**Damage**

* Increase damage by 1d6

**Radius**

* Increase radius by 5 feet

## Rank 5

Choose one of the following effects to add to the effects of Shrapnel Grenade:

**Maximum Grenade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Bleed**

* Organic creature caught in the blast take an extra 1d6 per round until healed

## Rank 6

Choose one of the following effects to add to the effects of Shrapnel Grenade:

**Armor Piercing**

* Increase damage to Plating HP by 2d6

**Shield Overload**

* Increase damage to Shield HP by 2d6
Biotic Specializations

The term biotics refer to the ability for some lifeforms to create mass effect fields using Element Zero nodles embedded in their own body tissue. These powers are accessed and augmented using bio-amps. Biotic individuals use an array of powers that grant them an edge in combat. They can knock enemies over from a distance, lift them in the air, generate gravitational forces, create barriers, and more.

Classes which gain Biotic Specializations can learn and improve biotic powers. These biotic specializations earned by the classes can be considered "Investment Points" to which a character can either improve an existing power or learn new ones. All characters are considered to have 0 ranks in biotic powers until an Investment Point is spent to learn it. Once you learn multiple ranks of a biotic power, a character can choose to use a lesser rank in combat; you are not limited to using the maximum rank every time you want to use a power.

Biotic powers have requirements that must be met in order to learn them. These requirements are detailed below. Each additional rank in a combat power have additional requirements, usually in the forms of Skills. Skill requirements are not the total bonus but rather how many ranks you have in that skill.

Each Biotic class has a points pool that will be highlighted in their own section. Points are spent to use biotic powers in encounters. If the biotic has no points left, they are unable to use biotic powers. Points are regained at the start and end of an encounter and through class specific abilities.

Some biotics powers have the ability to "detonate" when combined with other biotic powers. When that happens, the powers that were detonated stop taking effect.

Biotic powers possess a Biotic Cooldown. This cooldown represents the amount of time during which no Biotic Powers can be used. Biotic cooldowns only kick in once the power is used, unless otherwise stated. Some biotic powers also have "maintenance costs". Maintenance removes the biotic points from a character's pool for as long as the power with maintenance is active. If the character spends time recovering their biotic points pool with the power actively maintained, they do not recover the points spent maintaining the power.

Some powers provide temporary buffs to a character. The duration will be listed with that power. Some powers provide permanent buffs. These buffs remain as long as the character does not lose the skill requirements needed to learn the power in the first place.

Important skills to learn to use biotics are: Biotics, Knowledge (Physics), Knowledge (Bioology), and Medicine
Barricade

*Create an energy barrier that provides cover*

**Effect:**Erect a solid energy barricade to provide you and your allies cover.

**Requirements**: BAB +0, Electronics: 6. Each rank increases skill requirements by +2.

**Activation**: 1 Action.

**Target**: Self or occupied allied square

**Range**: 15 feet

**Notes**: Creates an energy barricade in a 10 foot square. 3 sides are closed walls, with the 4th being open. The walls of the barricade are 3 feet tall and provide half cover. The barricade provides shield regeneration provided shield HP is not 0. The barricade has the following statistics: Defense 5, 50 Shield HP. Every rank after first, Shield HP increased by 10 HP. When using barricade, you must include your occupied space. You may use Barricade once per encounter using these statistics at no power cell cost. You must use these statistics if you do so.

**Special**: Barricades use power cells to activate. If a more advanced power cell is used than a Small-Capacity Power Cell, the barricade's base effects are changed as follows:

*Medium-Capacity Power-Cell*: Defense 8, 70 Shield HP, Shield DR 1, Duration increased by 1 turn. Regeneration increased by 1.

*High-Capacity Power-Cell*: Defense 12, 100 Shield HP, Shield DR 2, Duration increased by 2 turns. Area increased to 15 foot square. Regeneration increased by 3.

*Emergency Battery Power-Cell*: Defense 15, 150 Shield HP, Shield DR 4. Duration increased by 4 turns. Area increased to 15 foot square. Wall height increased to provide 3/4 cover. Regeneration increased by 5.

## Rank 1

* Characters inside the barricade recover 3 Shield HP per action, as long as Shield HP is not 0.
* Duration: 2 turns

## Rank 2

* Only uses half a power cell to activate, allowing 2 uses of a power cell for barricade. Free use of barricade is now twice per encounter.

## Rank 4

Choose one of the following effects to add to the effects of Barricade:

**Duration**

* Duration increased to 4 turns

**Power Consumption**

* Only uses 1/3 power cell to activate, allowing 3 uses of a power cell for barricade. Free use of barricade is now three per encounter.

## Rank 5

Choose one of the following effects to add to the effects of Barricade:

**Weapon Feedback**

* • While inside the barricade, characters gain +1 bonus damage (multiplied on a critical hit) per attack and have their total recoil penalty reduced by 1.

**Power Feedback**

* While inside the barricade, characters have the DCs of their powers increased by 2, have the damage dealt by their powers (except ammo powers) increased by +2 and their powers require 1 less Tech or Biotic point to activate.

## Rank 6

Choose one of the following effects to add to the effects of Barricade:

**Regeneration**

* Regenerates Shield HP, even if 0 Shield HP remaining.

**Electronic Defense**

* Any creature that stands adjacent to the barricade's front (the opposite side of the barricade's entrance) takes 2d6 damage + 1d6 if synthetic + 1d6 if creature has shield HP. Creatures damaged this way are considered charged for Tech Detonation purposes for 1 round. Tech detonation deals 4d6 to creature and all creatures in 10 feet.
Mass Erect DND Wiki

## Thanks for checking this out

I'm going to do my best to make this as easy and simple as possible to use with the d20 Mass Effect PHB that is a whopping 500+ pages long. RIP free time. It *should* keep me busy and occupied which is always nice.

While the name of the wiki implies its a DND game, it is in fact using the d20 system. I just like using DND in the name.

In the header bars above and in some text below I'll start linking the various parts that will be on the wiki. The plan is:

* **Convert the d20 Mass Effect PHB to wiki form for easy navigation.** This includes races (done!), spells, classes, skills, feats, etc.
* **Create a quick guide to d20 games for players not familiar**. This will show the differences between 5e D&D and d20.
* **Integrate the existing Mass Effect Wiki lore**. The existing wiki is a goldmine for lore. The plan is to integrate as much as possible into this one by direct links.
* **Create and maintain a campaign specific section**. This will have everything campaign specific, including NPCs, maps, PCs, events happening, setting, etc.
* **Create a will to live** (tbd)

Its my hope that by doing this wiki, it will give me a greater understanding of the homebrew Mass Effect game to be able to GM it with some friends and have a wonderful time doing so.

## Quick Links

* Races
* Classes
* Skills
* Feats
* Powers and Specializations
* Campaign Specific Instruction
The Ship

Discovered in the cave below the blasted wizard's tower in Parallel Hallux. Although the ship itself seemed in good condition, most of its contents appear to be completely rotten.

The symbols from the wizard's tower appear on the door to the ship's kitchen. Rings with weird symbols are found in the kitchen and cargo hold. The cargo hold also contained angry marmalade, but that doesn't seem to be a problem any more.

The rings seem to fit into the ship's wheel, though there is at least one piece missing. The sails are magical. These facts are probably entirely unrelated.
Classes

## General Classes

There are a total of 6 general classes. These are the Adept, Engineer, Infiltrator, Sentinel, Soldier, and Vanguard.

## Race Specific Classes

There are a total of 13 race specific classes. Each race has a minimum of one specific class tied to it. They are:

Asari Pure Biotic, Asari Huntress, Asari Scientist, Batarian Brawler, Drell Assassin, Elcor Living Tank, Human Explorer, Krogan Battlemaster, Quarian Machinist, Salarian Scientist, Turian Agent, Volus Protector, and Vorcha Hunter
Arc Grenade

*Grenade power. Deals greater damage to shield HP. Reduced damage to other HP.*

**Effect:** The grenade starts arcing electricity mid air to deal maximum damage to shields and synthetic enemies.

**Requirements**: BAB +0, Electronics: 2, Repair: 2. Each rank increases skill rank requirement by +2.

**Activation**: Choose to activate when throwing a grenade.

**Notes**: Chance to stun. Reflex Save for half damage

**Save**: Fortitude to negate stun. Reflex for half damage. Save DC for both is 12 + 1/2 Electronics Rank

## Rank 1

* Grenade deals 1d6 damage against creatures with no shield.
* Grenade deals 4d6 damage against creatures with a shield.
* Radius: 25 feet
* Creatures damaged without a shield must pass a Fortitude Save (DC 12 + 1/2 Electronic Rank) or lose 1 action on their next turn. All damaged creature must pass a Reflex Save (Same DC). A successful save reduces damage by half

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

Choose one of the following effects to add to the effects of Arc Grenade:

**Damage**

* Shield HP damage increased to 6d6. Unshielded enemies damage increased to 2d6.

**Radius**

* Grenade Radius increased to 30 feet.

## Rank 5

Choose one of the following effects to add to the effects of Arc Grenade:

**Maximum Grenade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Electrical Damage**

* Enemies caught in the grenade radius take 1d6 electrical damage per round for 2 rounds.

## Rank 6

Choose one of the following effects to add to the effects of Arc Grenade:

**Armor-Piercing**

* Creatires without shield HP but with plating take damage as if they had shield HP.

**Shield Overload**

* Initial blast damage against shield HP increased to d8s.
Concussive Shot

*Fire a shot that pushes back a target*

**Effect:**Use your bullet to hit them with a concussive round, knocking a creature back and prone. Uses the damage of power instead of the weapon (unless stated otherwise).

**Requirements**: BAB + 0, Electronics: 1. Each rank increases skill requirements by +1.

**Activation**: Along with a One-Shot attack (fire 1 round for 1 action)

**Target**: Enemy within weapon's range

**Notes**: Power must be declared used before the attack roll is made. If attack is successful, you do not roll the regular weapon's damage or ammo effects currently active. The Fortitude Save DC equals 12 + 1/2 Electronics Skill to resist being pushed and prone.

This power can be used a number of times per encounter equal to Wisdom Mod + 1.

## Rank 1

* Power deals 1d6 damage
* Target is pushed back 5 feet and falls prone.
* Cooldown: 3 turns

## Rank 4

Choose one of the following effects to add to the effects of Concussive Shot:

**Force**

* Increase range of pushback by 5 feet
* Increase damage dealt by 1d6

**Radius**

* Any creature within 5 feet of target also takes damage and must complete a save or fall prone.

## Rank 5

Choose one of the following effects to add to the effects of Concussive Shot:

**Shatter**

* If target is frozen, it takes an additional 1d6 damage
* If target is frozen, it is pushed back an additional 10 feet

**Recharge Speed**

* Reduce cooldown to 1 turn

## Rank 6

Choose one of the following effects to add to the effects of Concussive Shot:

**Amplification**

* The shot now includes the original weapon attack to the damage as well as ammo effects.

**Devastating**

* Organic targets with no Shield HP or Plating takes an extra 2d6 damage and are pushed back an extra 10 feet.
* Cooldown of other combat powers increased by 1 turn.
Phase Disruptor

*Draw energy from your shields to fire a high-powered beam from a distance*

**Effect:**Draw 50% of your maximum Shield HP to fire a beam of energy dealing 4d6 damage.

**Requirements**: BAB + 0, Electronics: 5. Each rank increases skill requirements by +2.

**Activation**: 1 action

**Target**: 1 target within range

**Range**: 100 feet

**Notes**: A ranged basic attack is rolled to determine if hit. This power can be used a number of times per encounter equal to Wisdom Mod + 1.

## Rank 1

* Draw 50% of your shield to perform a ranged basic attack
* Range: 100 feet
* Target takes 4d6 damage. Creatures in radius take full damage
* Radius: 10 feet
* Cooldown: 1 turn

## Rank 3

* Damage increased to 5d6
* Radius increased to 15 feet

## Rank 4

Choose one of the following effects to add to the effects of Phase Disruptor:

**Damage**

* Damage increased by 1d6

**Radius**

* Increase impact radius by 10 feet

## Rank 5

Choose one of the following effects to add to the effects of Phase Disruptor:

**Knockdown**

* Unprotected enemies are sent prone when damaged

**Efficient Blast**

* Only 25% of shields are consumed

## Rank 6

Choose one of the following effects to add to the effects of Phase Disruptor:

**Plating Damage**

* Deal 50% more damage to Plating HP

**Shield/Barrier Damage**

* Deal 50% more damage to Shield HP and Barrier HP.
Blade Armor

*Reinforce armor with sharp blades that damages enemies that melee you.*

**Effect:**Create bladed armor to further punish enemies that get to close and to maximize your melee potential. Gives DR 1, melee damage bonus of 1d3, reflects half melee damage back to attackers, but increases the cooldown of other powers by 1 turn.

**Requirements**: BAB +0, Electronics: 3, Repair 4, Knowledge (Physics): 3, Race: Batarian. Each rank increases skill requirements by +2.

**Activation**: 1 Action.

**Target**: Self

**Notes**: This power can be used a number of times per encounter equal to Wisdom modifier + 1 (minimum 1)

## Rank 1

* DR: 1
* Melee Damage Bonus: 1d3
* Cooldown of other powers increased by 1 turn. This includes First Aid and Shield Boost
* 1/2 Melee damage received dealt to attacker (rounded down)
* **Cooldown**: 2 turns after Blade Armor is dismissed

## Rank 2

* Melee Damage Bonus is now 1d4
* Cooldown is reduced to 1 turn after Blade Armor is dismissed.

## Rank 4

Choose one of the following effects to add to the effects of Blade Armor:

**Durability**

* Increases DR by 1

**Melee Damage**

* Melee Damage Bonus is now 1d8

## Rank 5

Choose one of the following effects to add to the effects of Blade Armor:

**Shield Recharge**

* While Blade Armor is active, regenerate shield HP at 1 point per action.

**Damage Returned**

* While Blade Armor is active, all melee damage is reflected to the attacker.

## Rank 6

Choose one of the following effects to add to the effects of Blade Armor:

**Power Recharge**

* Cooldown of other powers is reduced to 1 action

**Durability**

* DR increased by 1
Bullet Rain

*Weapon-based power. Increased ability with SMGs*

**Effect:**Increase the fire rate of SMGs by 1 while power is active.

**Requirements**: BAB +0, Proficiency: SMGs.

**Activation**: Free Action.

**Target**: Self

**Notes**: This power can be used a number of times per encounter equal to Wisdom modifier + 1 (minimum 1)

## Rank 1

* Increases rate of fire of SMGs by 1 while power is active.
* Duration: 1 turn
* Cooldown: 3 turns

## Rank 3

* Duration is increased to 2 turns
* SMG Clip Size increased by 4.

## Rank 4

Choose one of the following effects to add to the effects of Bullet Rain:

**Stability Synergy**

* Reduce total recoil penalty of SMGs by 2 while power is active

**Firing Rate**

* Fire rate of SMGs increased by an additional +1.

## Rank 5

Choose one of the following effects to add to the effects of Bullet Rain. In addition, the Critical Threat range of any SMG is increased by 1. This effect is permanent:

**Duration**

* Duration increased by 1 turn

**Headshots**

* Increase critical multiplier of SMGs by 1 while active.

## Rank 6

Choose one of the following effects to add to the effects of Blade Armor:

**Recharge Speed**

* Duration increased by 1 turn

**Accuracy**

* Reduce total recoil penalty of SMGs by 2 while power is active (stacks with Stability Synergy)
Flashbang Grenade

*Grenade power. Grenade deals little damage but dazed and incapacitates targets*

**Effect:**Your grenades turn to non-lethal grenades, inducing a flashbang at activation. Enemies caught unaware become dazed. Weapons will overheat and omni-tools become jammed, ensuring that no tech or biotic powers can be used.

**Requirements**: BAB +0, Damping: 4, Decryption: 4, Electronics: 8, Repair 8

**Activation**: Choose to activate when throwing a grenade.

**Notes**: Dazed applies regular daze effects. Incapacitated prevents creatures from using their weapons, Tech Powers or Biotic Powers.

**Save:** Fortitude Save DC 12 + 1/2 Decryption negates disabling effects.

## Rank 1

* Grenade deals 1d6 damage
* 20 foot radius
* Dazed duration: 1 turn
* Incapacitated duration: 1 turn

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

* Dazed duration is now 2 turns
* Radius is now 25 feet

## Rank 5

Choose one of the following effects to add to the effects of Flashbang Grenade:

**Maximum Grenade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Frag Grenades**

* Increases damage to 3d6

## Rank 6

Choose one of the following effects to add to the effects of Flashbang Grenade:

**Improved Flashbang Grenades**

* Increases save DC by 2
* Increases radius by 5 feet

**Sensory Overload**

* Increase dazed and incapacitated duration by 1 turn
Barrier

*A visible mass-effect field surrounds you, providing you with additional protection*

**Effect:**A barrier spawns with a mass effect field that soaks up incoming damage. This barrier provides DR. Barrier takes precedence over all other forms of protection. Barrier slows character by 10 feet. Barrier can be blasted as a free action; all creatures within range except caster take damage. All creatures effected by the blast are considered primed for detonation. Cooldown begins once barrier is removed or blasted. If primed enemies are detonated, enemies within 10 feet that weren't primed are now considered primed for detonation. This does not include the caster.

**Requirements**: Biotics: 2. Each rank increases skill requirements by +2.

**Activation**: 1 action

**Target**: Self

**Duration**: Until destroyed, dismissed, or blasted

**Biotic Cooldown**: 2 turns after barrier is removed, blasted, or destroyed

**Biotic Point Cost**: 1 to activate. Maintenance cost equals the power cost used to activate barrier

## Rank 1

* Barrier: DR 1
* Blast Damage: 1d6 + Wisdom Modifier
* Blast Radius: 10 feet

## Rank 2

* Blast Damage increased: 1d8 + Wisdom Modifier

## Rank 3

* Blast Damage increased: 1d10 + Wisdom Modifier
* Increased activation cost by 1 Biotic Point

## Rank 4

Choose one of the following effects to add to the effects of Barrier:

**Blast Effect**

* Blast Damage increased: 2d6 + (Wisdom Modifier x 2)
* Increase area of effect by 5 feet

**Improved Barrier Strength**

* Increase DR by 1

## Rank 5

Choose one of the following effects to add to the effects of Barrier:

**Shield Recharge**

* Barrier's mass effect fields slowly regenerate the character's shields at a rate of 1 per action

**Powered Blast**

* Creatures affected by the Barrier's blast are dazed for 1 turn

## Rank 6

Choose one of the following effects to add to the effects of Barrier:

**Lighter Barrier**

* Reduce speed penalty by 5 feet
* Increase activation cost by 1 Biotic Point

**Greater Barrier Strength**

* Increase DR by 1
* Increase activation cost by 1 Biotic Point
Trip Mine

*Deploy a mine that triggers when an enemy comes within range*

**Effect:**Erect a solid energy barricade to provide you and your allies cover.

**Requirements**: BAB +0, Repair: 6. Each rank increases skill requirements by +2.

**Activation**: 1 Action.

**Notes**: Can set up a trip mine up to 15 feet away to detonate at the first creature that passed through its infrared laser or enters its proximity sensor, which extends 15 feet. Creatures in the explosion are pushed back 5 feet away from the trip mine and sent prone. A Reflex Save negates prone. You can use Trip Mine once per encounter using these statistics at no power cell cost. You must use these statistics if you do so.

**Save:** Reflex Save DC 12 + 1/2 Repair Rank

**Special**: Barricades use power cells to activate. If a more advanced power cell is used than a Small-Capacity Power Cell, the barricade's base effects are changed as follows:

*Medium-Capacity Power-Cell*: Damage increased by 1d6 and Save DC increased by 1

*High-Capacity Power-Cell*: Damage increased by 2d6, Save DC by 3, blast radius is extended 5 feet.

*Emergency Battery Power-Cell*: Damage increased by 3d6, Save DC by 5, blast radius is extended by 10 feet.

## Rank 1

* Proximity Sensor: 1 square
* Laser Sensor: 15 feet line
* Blast Damage is 3d6
* Blast Radius: 25 feet
* Duration: trip mine lasts 1 minute. After 1 minute without detonating, the trip mine deactivates

## Rank 2

* Only uses half a power cell to activate, allowing 2 uses of a power cell for Trip Mine. Free use of Trip Mines now twice per encounter.
* Damage increased to 4d6

## Rank 4

Choose one of the following effects to add to the effects of Trip Mine:

**Sensor Range**

* Proximity Sensor increased to 10 foot square

**Power Consumption**

* Only uses 1/3 power cell to activate, allowing 3 uses of a power cell for barricade. Free use of barricade is now three per encounter.

## Rank 5

Choose one of the following effects to add to the effects of Trip Mine:

**Damage and Force**

* Increase damage by 2d6
* Save DC increase by +2

**Blast Radius:**

* Blast radius increased by 10 feet

## Rank 6

Choose one of the following effects to add to the effects of Trip Mine:

**Detonator**

* If this power deals damage to a creature that is under the effect of a power or feature that can be detonated, detonate the create, dealing an additional 6d6 damage to all within 10 feet

**EMP**

* Creatures damage by the mine must make a Fortitude Saving Throw (same DC) or be stunned for 1 turn
* Deals 1d6 bonus damage to Shield HP or synthetic creatures
Ballistic Blades

*Fire a salvo of blades to impale enemies, inflicting massive bleed damage*

**Effect:**Deals 5d6 damage to all enemies caught in the cone and causes them to bleed.

**Requirements**: BAB +2. Repair: 4, Knowledge (Physics): 3. Race: Batarian. Each rank increases skill requirements by +2.

**Activation**: 1 action.

**Target**: All creatures in area of effect

**Notes**: This power can be used a number of times per encounter equal to Wisdom Mod +1 (minimum 1).

**Save**: Reflex Save DC: 10 + 1/2 Repair rank + wisdom mod for half damage and negate bleed effect.

## Rank 1

* **Area of Effect**: 40 foot cone
* **Damage to Area:** 5d6.
* Creatures failing reflex save gain Bleeding 1 for 3 turns.
* **Cooldown**: 3 turns

## Rank 4

Choose one of the following effects to add to the effects of Ballistic Blades:

**Damage**

* Damage increased by 1d6.

**Spread**

* Area of effect is now a 180\* cone, extending 40 feet.

## Rank 5

Choose one of the following effects to add to the effects of Ballistic Blades:

**Attack Range**

* Area of effect extended to 60 feet.

**Improved Damage**

* Damage increased by 1d6.

## Rank 6

Choose one of the following effects to add to the effects of Ballistic Blades:

**Damage and Bleed**

* Damage increased by 1d6. Bleed duration increased by 1 turn

**Explosive Blades**

* Save DC increased by 2.
Assassination

*Weapon-based power. Increased ability with Sniper Rifles.*

**Effect:**While using the Aiming action, increase the critical range of all sniper rifle shots.

**Requirements**: BAB +0, Proficiency: Sniper Rifles.

**Activation**: Free action.

**Target**: Self

**Notes**: This power can be used a number of times per encounter equal to Wisdom Mod +1 (minimum 1).

## Rank 1

* Increased Critical range by 1 while aiming, using a sniper rifle, and while power is active.
* **Duraction**: 1 turn
* **Cooldown**: 3 turns

## Rank 3

* Increased Critical range by 2 while aiming, using a sniper rifle, and while power is active.
* **Cooldown**: 2 turns

## Rank 4

Choose one of the following effects to add to the effects of Assassination:

**Recharge Speed**

* Duration increased by 1 turn

**Radius**

* Reduces recoil penalty of snipers by 1 while active.

## Rank 5

Choose one of the following effects to add to the effects of Assassination:

**Maximum Grade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Electrical Damage**

* Enemies caught in the grenade radius take 1d6 electrical damage per round for 2 rounds.

## Rank 6

Choose one of the following effects to add to the effects of Assassination:

**Armor-Piercing**

* Creatures without shield HP but with plating take damage as if they had shield HP.

**Shield Overload**

* Initial blast damage against shield HP increased to d8s.
Overkill

*Weapon-based power. Increased ability with Assault Rifles*

**Effect:**Reduce recoil penalty by half when using Assault Rifles.

**Requirements**: BAB +0, Proficiency: Assault Rifles.

**Activation**: Free Action.

**Target**: Self

**Notes**: This power can be used a number of times per encounter equal to Wisdom modifier + 1 (minimum 1)

## Rank 1

* Reduce recoil penalty when firing assault rifles by 50%
* Last 1 turn
* Cooldown: 3 turns

## Rank 4

Choose one of the following effects to add to the effects of Overkill. In addition, critical range is increased by 1. This effect is permanent:

**Faster Reload:**

* Reload times while using an assault rifle changed to a free action

**Duration**

* Duration is increased by 1 turn

## Rank 5

Choose one of the following effects to add to the effects of Overkill:

**Improved** **Duration**

* Duration increased by 1 turn

**Headshots**

* Increase critical multiplier of Assault Rifles by 1 while active.

## Rank 6

Choose one of the following effects to add to the effects of Overkill:

**Recharge Speed**

* Duration increased by 1 turn

**Stability Synergy**

* Spend an additional use of Overkill to reduce total recoil to 0
* Reduce total duration by 1 turn
* Increase cooldown by 1 turn
Sticky Grenade

*Grenade power. Stick this grenade to opponents or other surfaces*

**Effect:**The grenade is filled with super charged particles that act like an adhesive. If stuck to a target, the target is unable to remove it.

**Requirements**: BAB +0, Electronics: 2. Ability to use at least one Tech Power. Each rank increases skill requirements by +2.

**Activation**: Choose to activate when throwing a grenade.

## Rank 1

* Grenade deals 5d6 damage
* Radius: 5 feet

## Rank 2

* Grenade Capacity increased by 1. Permanent bonus.

## Rank 4

Choose one of the following effects to add to the effects of Sticky Grenade:

**Damage**

* Increase damage by 1d6

**Radius**

* Increase radius by 5 feet

## Rank 5

Choose one of the following effects to add to the effects of Sticky Grenade:

**Maximum Grenade Capacity**

* Grenade capacity increased by 1. Permanent bonus.

**Armor-Piercing**

* Increase damage done to Plating HP by 2d6

## Rank 6

Choose one of the following effects to add to the effects of Sticky Grenade:

**Damage**

* Increase damage by 1d6

**Proximity Trap**

* Priming time of 1 action removed
* Radius increased by 5 feet
* Grenade stays active for 3 turns. Grenade detonates on the first enemy that enters its blast radius