Mass Effect: Ghosts
Through an intense training regimen you are considered one of the fastest of your species.
Prerequisites: Drell, Dexterity 15+.
Benefit: Increase your speed by 1.
Analytically Adaptive Combatant
You are able to use your vast intellect to predict the reactions of others in combat.
Prerequisites: Salarian, Intelligence 15+.
Benefit: You may use your Intelligence modifier, instead of your Dexterity modifier, for Initiative checks; and additionally you may choose to reroll any Initiative check, but the result of the reroll must be accepted even if it is worse.
You made a career of training varren for protection and profit.
Benefit: You gain access to the Korunnai Adept Talent Tree (Clone Wars page 57), and automatically gain the Akk Dog Master talent.
You are well versed in serving your purpose without being seen.
Benefit: Whenever you reroll a Stealth check, you always keep the better result, even if you have multiple reroll abilities.
You’re as good at sabotaging machines as you are at fixing them.
Prerequisites: Batarian or Quarian, trained in Mechanics.
Benefit: You gain a +10 species bonus to Mechanics checks for Disable Device and Shut Down an Unwilling Droid.
You utilize your many tentacles to steady your blaster barrages.
Prerequisites: Hanar, Strength 13+ or Dexterity 17+
Benefit: You gain a +2 bonus to attack rolls when using the Rapid Shot, Double Attack, Triple Attack and Collateral Damage feats with Pistols and Rifles.
Either through genetic or cybernetic enhancements you have improved yourself beyond what nature could provide.
Benefit: Gain two permanent +1 increases to Strength, Dexterity, Constitution, and/or Charisma; you may not apply both increases to the same attribute.
Special: If taken after 1st level, there will be fees to pay and treatments to undertake before you gain the benefits of this feat, the specifics of these are left to the GM’s discretion. This feat may be taken up to 5 times, however the maximum number of increases to any attribute cannot exceed +3.
Your skills make you the pride of the Turian Fleet.
Benefit: You need only spend two swift actions to move a vehicle you occupy +1 step on the condition track. In addition, you automatically succeed on Mechanics checks to reroute power (see Core page 172).
Normal: It takes three swift actions to use the reroute power action.
You use your skills in the fight against the Council over the mistreatment of the Batarian race.
Prerequisites: Batarian, trained in Mechanics.
Benefit: You gain a +5 species bonus to Mechanics checks for Booby Trap and Handle Explosives.
There is no one more adept at getting the best deals in the galaxy.
Benefit: When you are purchasing an item you may make a Persuasion check at DC 15. If you succeed you receive a 10% discount on the item. For every 5 that you exceed 15 the item is discounted an additional 5% to a maximum of 30%.
You’re an expert at making sure things not currently on fire don’t stay that way.
Benefit: With weapons that deal Fire damage, you deal +1 damage for every four Character Levels, to all targets.
You have learned how to harness your anger to great effect.
Benefit: Once per day, the character can fly into a rage as a swift action. While raging, the character temporarily gains a +2 rage bonus on melee attack rolls and melee damage rolls but cannot use skills that require patience and concentration, such as Mechanics, Stealth, Use Biotics, or Use Computers.
A fit of rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier. At the end of its rage, the character moves -1 persistent step along the condition track (see Conditions, Core page 148). The penalties imposed by this condition persist until the character takes at least 10 minutes to recuperate, during which time the character can’t engage in any strenuous activity.
Special: The character counts as having the Rage species trait.
When you are damaged you may embrace your blood rage.
Benefit: When you take damage you may use your reaction to activate your blood rage racial feature.
You are surprisingly tough and resilient, capable of shrugging off injuries that would cripple those of the other clans.
Prerequisites: Volus, Constitution 13+.
Benefit: Whenever you use a second wind, you regain a number of additional hit points equal to 5+ your character level.
You are able to use your weaker tentacles to keep foes distracted.
Prerequisites: Hanar, Martial Arts I.
Benefit: As a Swift Action, you can treat an opponent within reach as flat-footed against your unarmed attacks.
Special: You can effect one additional opponent (maximum 1 + Int modifier) within reach for every Martial Arts feat you posses beyond Martial Arts I, including the Training feats listed on page 27 of Galaxy of War.
You remain resilient against attacks that target your vitality, making it difficult for enemies to sap your strength.
Prerequisites: Elcor, Constitution 15+.
Benefit: Once per encounter, when an attack or skill check equals or exceeds targets your Fortitude Defense, you may force a reroll of the check, but the result of the reroll must be accepted even if it is better.
Wisdom of War
Your slower approach to combat allows you more time to think.
Prerequisites: Elcor or Volus.
Benefit: You gain a +1 species bonus to Intelligence checks and Intelligence related skill checks during combat encounters.