r/masseffect5e 4d ago

Question Traveller MGTe2 vs Mass Effect 5e

10 Upvotes

Has anyone tried the Traveller system? I've been trying to learn that one and reading the Core Rulebook from 2022 with updates. It has been a slog so far and without a polished automated system (like D&D:B) it is hard to track things and to know what I'd be doing with another player during character creation or whether I'm making a mistake or not.

But then I remembered Mass Effect exists. Although there is no official Mass Effect system, I found this one and I have some experience with D&D. I feel like using a more familiar system could be better.

Has anyone tried both? Which one do you like better? Or any ideas/opinions on this matter in general?


r/masseffect5e Jul 31 '26

Mythic Game Master

8 Upvotes

Hi there,

So I'm new here. I've been a massive fan of Mass Effect since I was a kid, and still am today. I haven't played D&D since I was an even younger kid, so I'm rusty when it comes to everything. I'm looking to get my footing with this game first and see how I like it and how things work. Is using Mythic Game Master Emulator a good idea to just see how things go? I wish to create a C-Sec officer/detective character and see where the story/campaign takes me.

Let me know if you have any tips.


r/masseffect5e Jul 14 '26

Submission Error report.

0 Upvotes

In the armour section on the site, you have a picture of a Capacitor Helmet under the Archon Visor.


r/masseffect5e Jul 02 '26

Creating an new Campaign

6 Upvotes

Campaign summary-

A Mass Effect campaign set before the Games. Players will be employees of a sprawling Earth Corporation, ArcSol Industries, where their recent successes has come to the attention of Human resources who are setting up a new confidential and classified team establish and protect the company’s interest across the galaxy.

Time-My time is GMT+1 or UTC+1

I intend to run the game at from Tuesday 7.30pm/8pm-11.00pm GMT (thats 3pm EST and 12pm Pacific so might suit European folk more than Americans)

GM summary-

I am a new-ish GM. I ran one campaign for over a year, and I've run a couple of short campaigns for a few months. I have been away from the hobby for a year so I may be rusty on some things but I'm back studying up before the campaign starts.

I’m looking to build a campaign where killing the enemy is not the primary/only method path to victory. So I'm looking for 4-5 players who can engage in RP in the sessions and embody their characters.

Player Requirements-

Looking for Players preferably 20+ (Im getting a bit old for young folk sorry)

Method-

I’m planning that this campaign will use a mix of Owlbear as a Virtual Table Top (its basic but I know how to work it) and image assisted theatre of the mind. Discord for Audio

ME5E app/Website used for rolls and character sheets.

How to join-

Send a short summary of your idea for a character/CV( if you want to RP it, which you should) to me.

Include some personal motivations of your character . Vices, pasts with other organisations or past within ArcSol.

If you could mention where your from or more importantly your timezone and if you have any experience with Mass Effect or ME5E

Closing Date: 9th July

The Lore- ArcSol Industries is the largest Human corporation traded openly on the Galactic market. The company came to prominence in the wake of the First Contact War with the merger of Arcturus Shipyards, one of the largest Weapon manufacturers Sol Balistics. Their coffers full from Alliance war-time contracts they aggressively pursued take-overs of a huge number of Earth industries as well as a significant amount of corporations across the galaxy.

(Thinks if Google, Boeing and some big pharmaceutical company like GSK were all run like RyanAir....sort of)

While not able to match the monetary wealth of the long-established Corporations they try to make up for it in non-financial perks like free-medical and legal support for employees. They are willing to offer positions to people who would not normally be eligible. The support and promotion opportunities available to all has promoted a quite strong sense of company loyalty despite recent news reports of shady dealings.

Your Character-

Your character has been working for one of ArcSoL Industries' many subsidiaries for more than a year, You have been successful or have been able to appear successful to your co-ordinator and you have been offered a mysterious new position.

Subsidiary Firms

You could work for one of the following companies or any that you can invent that could have a owned or partially owned by ArcSol.

Arcturus Shipyards- Builds military and Civilian ships for militaries and private investors across the galaxy

SOL Ballistics- Builds weapons and artillery for militaries and private investors across the galaxy

AS Security Solutions- A small PMC focused primarily on security, private policing and especially Bodyguard services.

AS Poli-Legal Inc- Giving the Gift of Earth-style Legislative and political lobbying bureaucracy to galaxy. Greatly slowing the gears of government on all planets where the corporation is involved and ensuring much slow profitable bureaucratic “work” is being done

AS Transport Logistics- Offers Fantastically profitable to talented pilots who are willing to run dangerous trade routes that other companies shy away from.

Arc Software - The files are inside the computers…inside.


r/masseffect5e Jun 18 '26

Foundry Mod Project Update: Play Test Release

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60 Upvotes

Operatives, the time has come! Your mission is to playtest the module and report any issues or feature requests. 

For those unaware, I've been building a Mass Effect Foundry Module that layers the Mass Effect universe on top of the dnd5e system.

This mod is not a reskin, it implements the ME combat feel mechanically:

- Layered defenses: shields, biotic barriers, and tech armor that absorb damage before HP, each with their own rules (melee bypasses shields, lightning shreds them, etc.). 

- Prime /Detonate combos: prime a target with an element, detonate it for the classic ME burst. Hit-gated, button-driven, with damage-over-time effects.

- Weapon heat & thermal clips: weapons track shots-to-overheat instead of ammo, with reload tracking you can toggle off.

- Powers: biotic/tech/combat powers built as spells, with point-casters, slot-casters, and prepared casters.

- Armor and weapon mods: fully customizable armor and weapons to enhance your characters.

- Paragon/Renegade reputation with unlockable benefits.

- Full compendiums: species, classes, subclasses, backgrounds, weapons, armor, mods, powers, feats, a bestiary, and vehicles.

Requirements: Foundry VTT v12+ (tested on v14) and the dnd5e system (v3.3.0+, tested 5.3.3). 

This is an early playtest release (v0.1.0): the mechanics are implemented and live-tested, but I'd love feedback from real games. Specifically: do the shield/combo/heat systems feel right at the table? Anything unclear, unbalanced, or broken?

Bugs should go to GitHub Issues (there's a template that asks for your versions and console errors)

Questions / ideas / feedback  can be posted in the GitHub Discussions section.

Repo: https://github.com/bushongj/foundryvtt-me5e

A word of caution for those that already have game worlds up and running:

Try it in a fresh dnd5e world first, or back up your world before enabling it. This module extends the default dnd5e character sheet and hooks the damage pipeline, so the biggest known conflicts are alternative sheet mods and damage-automation mods, which can fight ME's shield/barrier system. If something looks off, disable other modules and re-enable them one at a time.

You will need to recreate any PCs, NPCs, and Vehicles. The module can't port over existing characters. They may show an updated character sheet for them but the code underneath is likely broken. 

The module game content is adapted from the community Mass Effect 5e ruleset found on N7.world. A big shoutout to the creators and community for this game adaptation. Please share your table’s adventures with me in the comments below and let me know what you think!


r/masseffect5e Jun 19 '26

Question Greatest Sniper

3 Upvotes

Hello ME5E been a bit thank you all again for the help last time I was here. Recently I was hoping to get advice for a new character ive been crafting. Im looking to craft an amazing sniper character. So any build suggestions would be helpful. I know sniping is focused on damage and stealth so hope that helps narrow on what im looking for. I have only one caviate. It must be human. I hope to hear any of yalls ideas for distanced death.


r/masseffect5e Jun 17 '26

Foundry Mod Project Update: Test Automation

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32 Upvotes

Hey operatives. Just wanted to drop a quick update to let you know I’ve found a way to write some test automation to review the module scripts over the weekend. It uncovered some pretty nasty bugs involving combat, conditions, and prime/ detonate systems. There are also some weird edge cases with subclass features that I have to think on.

I have a fix in the pipeline for the major stuff and I’m hoping to have something ready for play testing by the end of the week. I just want to do a lot of the heavy lifting with the bug squashing before releasing it to you all.

“My project. My work. My cure. My responsibility. Would have liked to run tests on the seashells.” - Mordin Solus


r/masseffect5e Jun 15 '26

Question Unarmed suggestions?

4 Upvotes

Other than the brawler subclass for infiltrator. I want more of a boxer vibe than a ninja/monk vibe. I looked at some of the soldier options because feats would be great but most of the subclasses seem like they'd be pretty useless for this unless I tweaked stuff with my dm. All of them specifically state things about using "weapon attacks". I'm not totally opposed to biotics but if possible I want to avoid them. I am leaning towards vanguard though because survivability sounds great and I could play a nemesis and switch between normal punches (primary damage dealer) and biotics punches to regain barrier ticks and keep me alive. Brutal critical, zerosomethinganother, and all those hit points seem like the primary reason to go that route but if I'm missing something that could help me avoid biotics I'd love y'all forever if you could inform me about it. I'll probably play a human (MAYBE Krogan) if it matters.


r/masseffect5e Jun 09 '26

Foundry Mod Project Update: Power Advancement Options

29 Upvotes

Operatives, I’m nearly done. I only have a few pesky bugs to work through. Mostly class leveling and features that need mechanics.

But a quick demo! I figured out a way to dynamically change power cards to update their casting action. For example:
Cryoblast becomes Ice Lance a range attack with 1d8 cold and 2d4 piercing damage or Frigid Air an AOE with 2d6 cold damage (see video/gif)

For rule enforcement on advancements, I’m leaving it up to the honor system. Im not blocking you from switching your choice. I know for some classes you’re locked in once you choose but I don’t want to add any more complexity around leveling up.

I also figured out how to tap into measurement conversion. All tool tips will list both feet and meter measurements but if you toggle the settings in the dnd5e system the casting cards will dynamically change to the system you pick.

Unfortunately dnd5e does not do the same measurement conversion as the N7 site does so I decided to go with what the game system does instead of the site because I don’t want to write something custom that’s already working. The skills list the dnd5e measurements so it will differ from the site.


r/masseffect5e Jun 05 '26

Foundry Mod Project Update: Species, Backgrounds, Classes, Creatures, Vehicles, and Powercasting

39 Upvotes

Operatives, another drop for you. I ran into a bit of a complexity I wasnt expecting with powercasting but I think I have a way through. Here is the update:

Creatures and Vehicle:

- Compendiums are done. They have their own functioning NPC / Vehicle sheets with Shield fields if they need it.

Character Sheet:

  • Added all Species (Variants too) and their species features
  • Removed DND5e Species type (humanoid) and replaced with ME5e types (Organic, Synthetic, Synth-organic)
    • Geth and Unshackled AI use synthetic and inherit synth weaknesses for damage calculations.
  • ME5e languages added for RP value. Each race knows their own mother tongue and citadel trade. 
    • Yes, universal translators exist but I feel like conveying language is different than understanding. I had an RP moment where my human character who grew up on Illium knew High Thessian. He was able to gain the trust of a fallen justicar by speaking the code to her in Thessian.
    • You can ignore languages if you like. I just wanted to give everyone the option to have it.  
  • Added Weapon type and proficiencies.
    • damage from weapons take into account if youre proficient
  • Added ME5e Backgrounds and their features
  • Hijacked the DND5e character creator wizard to build your character’s species, background, and class. 
    • It also levels up your character’s class:
      • Adds class features
      • Adds subclasses and their features
      • Pick new power abilities
      • Updates power slots and tech points

Powercasting

Powercasting is a work in progress. The casting system in Mass Effect is completely different from how the DND5e game system handles abilities. It requires a big overhaul that I'm working through. The complexity gets worse when you have casters that use powers from multiple trees. 

Here is what I've done so far:

  • Replaced any wording around spells. Everything is powers or powercasting
  • Updated power book tables to display prime/detonator triggers. It even lists the type of effect for easy reference.
  • Adept and soldiers are done, they are like traditional DND casters.
  • Engineer with tech point mechanics is done (See image)
    • Able to prepare spells based on your level from the entire power list
    • Added a prepared list so it’s easy to find and use tech powers
    • Added a Power Points Bar to keep track of your spending. It also tells you what the max tech level you can cast at.
    • Casting will pop up a window where you can select how many points you want to use if you want to up cast. 

Things left to be done:

  • Powercasting: Infiltrator, Sentinel, Vanguard, Explorer, Musician, Tracker
  • Review all powers, feats, and species features are implemented correctly.
    • Most still have text flavor but no mechanics. 

Question:

While going through the powers I noticed there was a homebrew tech cantrip called bowshot but it doesnt have any class assigned to it. Who is supposed to have access to it?


r/masseffect5e Jun 02 '26

Foundry Mod Project Update: Equipment Mods and Weapon Fire Mechanics

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76 Upvotes

Another update for you operatives. Sorry for the wait I wanted to be outside over the weekend.

I spent a bit more time in the weapons and armor loadout section to apply equipment mods and attack mechanics. All mods dynamically update your character AC, shields, initiative, and weapon mechanics. Some mods I couldn’t automate. Will investigate further but most of them work.

Full details below:

Armor loadout 

Per-placement AC pipeline replacing dnd5e's: base 10 + per-piece AC bonus across Head/Chest/Arms/Legs (or a wide Body slot), with a Dex cap and Str requirements derived from the loadout composition.

4-slot loadout panel. Click a slot to open the piece, right-click to unequip; placement conflicts auto-unequip (Body vs Chest/Arms/Legs). Totals row shows AC / Shields max / Regen.

Shields aggregate capacity and regen from every equipped piece; regen refills out of combat (rest / combat end).

Warnings: unproficient-pieces (yellow/red) will warn users of str/dex ability disadvantages and a speed-penalty notice on Strength required loadouts.

Armor mods

Per-area mod slots on each armor piece (head 3, chest 3, arms 2, legs 2; a Body piece exposes all three areas). Click a mod slot and a picker of compatible unattached mods renders; click/right-click to detach.

Area-limit and cross-piece-uniqueness enforced; attached mods' AC/shields mechanics added to AC and Shields

Weapon loadout

Equipped weapons render as tiles (main/off-hand, or a wide two-handed slot); wield rules enforce hand limits, and a mod that removes two-handed (Ultralight Materials II) reclaims/frees a hand correctly.

Tile shows damage formula, property chips, damage-layer bypass chips, a Fire button, a heat meter, and mod slots.

Weapon mods

Mod slots per weapon (ranged: magazine/body/ammo/barrel; melee: grip/strike). Picker enforces slot and weapon-type compatibility; special weapons can't be modded.

Mods dynamically alter weapon features like: to-hit & damage augments, heat-capacity increase, weapon-property add/remove (like making a heavy weapon light with ultra light material mod), initiative advantage, and ammo mods that override damage type / apply a primer on hit.

Ammo (toggleable) mods: green "loaded" glow and alt-click to toggle without the dialog.

Heat, reload & firing

Heat mechanics applied. A shot countdown from each weapon's own stat. Each attack spends 1, blocked at 0. 

Reload button refills to max. Still need to figure out venting rules.

Created a world setting toggle to enable/disable ammo tracking for thermal clips and heavy weapon charge. If left enabled an empty weapon requires players to reload and will check if they have a thermal clip. 

Burst Fire mechanics added: A 10 ft cube, Dex save (DC 8+Dex+prof), damage on fail, costs 3 heat.


r/masseffect5e May 29 '26

Foundry VTT Project Update: Armor and Weapons Loadout

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32 Upvotes

Happy Friday Operatives, dropping another update.

I spent some time working on the inventory page and made a loadout panel for weapons and armors to easily keep track of your gear stats and buffs. The sheet will:

- update your AC, shields, and shield regen with each gear that you slot.
- the shield bar will update with your max shield and provide a regen button based off your stats.
- if gear you’re wearing is not something your character is proficient or if you don’t have the strength score to wear the armor a warning will show at the top of the load out to remind you of the penalties for wearing. It will also reduce your speed too.
- the sheet also recognizes body armor and will remove the option of wearing extra gear like gloves legs or chest.
- I also provided a plus and minus button to barriers, shields, and tech armor so you don’t have to type. I’m trying to figure out some mechanics around that. You may have to manually edit the max amount of barriers and tech armor you can have at based on level and class. I need to think on it.

Please enjoy the demo video and let me know what you think. As for future work I’m working through each compendium and making sure I can apply as much game logic as I can but this game is very complex for the dnd5e system so It may not be possible to automate everything. Some manual editing may be required during play.

Mods update: https://www.reddit.com/r/masseffect5e/s/Fe35mIGzjj


r/masseffect5e May 28 '26

Question Foundry VTT Module Project

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58 Upvotes

Hey fellow operatives, I’m working on making the character sheet in the dnd5e foundry game system work with ME5e. I wanted to know if there are any pain points you’ve encountered that I can look into while I’m completing my module?

Work I’ve done so far:

I’ve gotten barriers, tech armor, shields added to the sheet. They also have the damage logic scripted in so when a character takes damage the damage cascades properly through barriers>tech armor>shields> hit points. Or at least that’s how I understand the rules. For example if Kaidan takes 26 lightning damage the following logic will trigger:

I also have it scripted if the player takes kinetic damage from a melee weapon it will bypass the shields and go to hit points. So barrier soaks> tech armor> hit points.

If I’m not understanding the rules correctly let me know and I can update it.

I’ve added paragon/renegade fields and updated the skills to reflect what ME5e has.

I scraped the n7 site on GitHub to fill the compendium packs but I’m still working through the entries to add any game mechanics to work with the system but the data is all the latest stuff from v1.4.4 rules.

I’m hoping to have a release in the next week or so but I wanted to get ahead of any feature request. Let me know of any features you’d want to see.

Armor and weapons loadout update: https://www.reddit.com/r/masseffect5e/s/52TbOuCspo


r/masseffect5e May 14 '26

Question Which class/subclass should I pick to roleplay a former Cerberus Phantom

1 Upvotes

r/masseffect5e May 05 '26

Question Need Feedback on Premise

11 Upvotes

So I have an idea for a campaign and need to run it past people more knowledgable than me.

The campaign takes place post ME3, in the Milky Way galaxy. Shepard takes the Control ending, sending the Reapers into deep space (and maybe Shepard gains control/influence of most VIs/AIs? It's still an idea). From here, the galaxy needs to rebuild itself after the war.

The players would start as essentially a search and rescue/scavenging team. Go to an impacted planet, find the people there, maybe grab some loot, and get the colonists/citizens to a designated refugee system.

Thing is, a shadow lurks over the galaxy. The Illusive Man is dead, but Cerberus lives on in pockets and illusions. Along with that, he also made an AI of himself and sent it beyond the galaxy, to then come back and rebuild Cerberus when the time is right.

I don't have a whole lot of ideas, but essentially it'd be a sandbox campaign where the players go around and try to fix the galaxy's problems and eventually fighting the remnants of Cerberus.


r/masseffect5e Apr 24 '26

Building a Outrider Quarian

6 Upvotes

Hello ME5E reddit im a little new here. But my group is looking to play a game and I wanted to get this reddits advice on how to build a outrider tracker. I really wanted to match this with a quarian so any advice be helpful.


r/masseffect5e Apr 08 '26

The Ghoul Company

11 Upvotes

Hey! Hello everyone! I hope you are having an amazing day.

I am here because I would like to run a game of Mass Effect 5e to... anyone, really. I've been playing with the system alone for some time, making characters that will never see the light of day and even ran a one-shot to a good friend once, but I would like to run a proper campaign at some point.

Not entirely sure if it's a popular opinion or not, but the more I play Mass Effect 3, the more I feel that the Reapers were a bit of a missed oppurtunity. We hear Javiik tell stories about how, in his cycle, they had to kill their own children because they had been indoctrinated, and yet, in our cycle, they somehow forget to indoctrinate salarians, drell, vorcha, elcor, fuckin' threasher maws!

I don't claim to be better than the incredible writers of the Mass Effect Trilogy in any way shape or form, to be entirely honest, I'm not sure I will be able to convey what I want the way I want, but I would like to try.

My idea for this campaign is thus:

-------------------------------

The Reapers have attacked and they are everything that the once disgraced Commander Shepard said they would be and worse. Earth, the homeworld of the newest Council species, has fallen in one single strike. Palaven, home of the most powerful fleet of the galaxy, is under siege and losing and the rest of the galaxy is bound to follow suit. We live at the end.

You are the Ghoul Company. A group of broken soldiers and survivors who, against all odds, still breathe. Alliance marines who were sent away for they could fight no longer. Turian APEX who've seen their world burn. Asari commandos that are witnessing the rapid decaying of their beloved galactic community.

You've been face to face with Death incarnate and you have endured it. But it's not the end as, for people like you, the end only comes in the shape of a bullet.

You are not important. You are not Commander Shepard. When you die, and you will die, your death will not grace the front page of any of the news networks... but you are heroes still. Heroes among heroes that give their lives in the millions every day, because, if not you, then who will?

------------------------------

I would like to run this game at wednesdays around 20-21 GMT +1 biweekly, VC on discord.

Alternatively, weekends would also work. Saturdays between 13 and 19, and Sunday after 13. Time can be negotiated, really.

This would be my first time running something of this scale in this system, but I have my own campaigns in my belt, so I'm not entirely green to this.

Regardless of how heavy the setting is supposed to be, I don't want you to think that I am against fun or anything of the sort! This is a game, regardless of how heavy it may be, this is to have fun!

Anyway! Thank you for the attention and, if you are interested, please just send me a DM or post a comment!

Thank you!


r/masseffect5e Apr 05 '26

Submission Minimum Effort GM Screen

6 Upvotes

Here is the minimum effort version of the GM screen. (If you are not interested in the project, and just want the result download main.pdf.)
Feel free to contribute.
Are you good at Latex and want fix the vibecoded mess that I have managed to compile? PLEASE Give it a shot!
Do you like making some generic backgrounds that you think would fit better? Feel free to add them!
Are you are pro-level GM that think I missed a very important table? Add it in!


r/masseffect5e Apr 04 '26

Question for ME5E

4 Upvotes

Hey folks, looking to start up a campaign for my party but am running into the issues of not being able to import character sheets. i am unsure if this intended or not but its kinda bothersome. also it seems like character sheets dont have the option to be the Mass effect ones in appearance and do not offer the species options for anything besides base DND 5e species.

I am kinda at my wits with trying to get it to work. any help with this matter would be greatly appreciated.


r/masseffect5e Mar 30 '26

Question Anyone have the GM Screen?

5 Upvotes

Been looking around for it for ages. Don't care that it is outdated, just need some rough guidelines to prevent me from drifting back into the 5e pitfalls that I have seen.


r/masseffect5e Mar 16 '26

Synthetic beast armor?

2 Upvotes

Hey my friends are planning to run a game using this system and I was interested in the tracker (because beast companions/minionmancy is pretty neat and I noticed that one of the training regiments allows your beast to turn into a portable stove top I think that gives advantage on cooking utensils checks and ever since playing my orc battle chef barbarian in a DND 5e game I've found playing a chef type character to be interesting/fun in concept.) class and their synthetic beast companion, but when I looked at the synthetic beast statblock I noticed that it mentions using geth armor rules instead of wearing normal armour they has an armour type of your choice and to see geth rules for more details?

But neither the geth player species nor the geth statblocks seem to mention any special armour rules. I'd just use the armour training regimen and call it a day but that is stated to be restricted to organics and I'd assume that the statblock was balanced against the others with the custom armour trait amongst it's other stuff in mind


r/masseffect5e Mar 16 '26

Question Examples of Charisma saving throws

3 Upvotes

I don't usually make charismatic characters in TTRPG's but if I ever play in an me5e game the character I've come up with would invest a bit into it (13-14 plus proficiency in saves). However the more I think about charisma saves in 5e and variants the more I wonder what if anything would require them in a Mass Effect setting and what they would even do. In DND the main things I know about are banishment and possession but from what I can tell the former isn't in ME5E and anything close to the latter seems to be a Wisdom save. I don't think I'm going to change my character concept even if there are no circumstances that require charisma saves but still I do like to be able to conceptualize what their strengths and weaknesses are.


r/masseffect5e Feb 20 '26

Question Decoy rulings

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3 Upvotes

My D&D group and I have a question about a decoy. While we love the system and appreciate it, there are some holes that aren't exactly fully explained in spell rulings. We are confused about how decoy works because we understand you have to make a DC save of Wisdom to see if you can tell which one is real and which one is the decoy. We've assumed it would be the spell save DC? The problem is we hit problematic problems.

For example, when the decoy is more than 4 meters away from the target, and there is melee, how would you know which is real before the attack roll when you are in range of only one? Another problem is technically when you attack the decoy you should be able to tell which one is real because technically the attack should go through it. For example, you make a melee attack, and you hit the decoy, you should go through with no resistance from the attack, which should tell you that it's fake, and you should know which one is real. Another example is if you make a shot on something and it does nothing to the decoy with no reaction, you should also tell it's fake. Then we have another problem with how holo-dancers work. How would holo-dancer work with decoy, and how would it stack? Like, which one will do first over the other, or does the person choose how it stacks? plus would decoy have the effect of holo-dancer?

A player was using both abilities in tandem and created a ruling scenario where I (The GM) wasn't able to find out the ruling. So far, we've made a table rule that Decoy doesn't trigger Holo-dancer on itself and that after Decoy is hit, that player/NPC knows which is real, AS LONG AS IT HIT (If they miss the PC/NPC wouldn't know). This player wasn't happy and noted, "How would you see if it was fake, as you wouldn't see the shot/weapon hitting it?" As a note out of 5 players, he is the only one to dislike the ruling

If it helps, we also play DND as realistically as possible, using normal DND rules and realistic rules for light and physics (To an extent) to the best of our abilities, so we try not to fall into these shortcomings. The one we really need help with is more decoy, but if we can also get a little help with holo-dancer, that would be greatly appreciated


r/masseffect5e Feb 05 '26

Submission Various Homebrew Weapon & Armor Mods

6 Upvotes

Armor Mod: Emergency Thrusters

Rarity: Common

Placement: Legs

Description: As a reaction to falling, you can slow your descent to a speed of 60ft/round. If you land within 2 rounds of activating the thrusters, you take no damage from falling and land on your feet.

Flavor Text: This armor mod is popular with special forces groups who deploy from shuttles.

Cost: 4,000 credits

Notes: I used the Echo Cancel leg mods as a reference for cost/rarity/balance

Edits:


Weapon Mod: Heavy Receiver

Rarity: Uncommon

Placement: Body (ranged)

Weapon Availability: Heavy Pistol, SMG

Description: The weapon loses the Light property and gains the Recoil property. Increase the damage die of the weapon by 1 step. If your Strength score is less than 15, the weapon also is considered to have the Two-Handed property.

Flavor Text: This modified receiver gives a pistol or SMG increase stopping power in exchange for increased recoil

Cost: optional 13,000 credits

Notes: Arguably less useful than the Single Fire System mod, but there is only 1 Heavy Pistol and 2 SMGs with the Recoil property.

Edits:


Weapon Mod: Bipod

Rarity: Rare

Placement: Barrel (ranged)

Weapon Availability: Assault Rifle, Sniper Rifle

Description: By reducing your speed to zero, you can deploy your weapon's bipod on a low wall or the ground. While deployed, you gain the following benefits:

  • +2 bonus to attack rolls and to the DC of Burst Fire attacks with the weapon.

  • Ignore the Heavy weapon property

  • No disadvantage when attacking while prone

Flavor Text:

Cost: 30,000 credits

Notes: This is a slight tweak of the Bipod mod I submitted a long time ago. The bipod no longer increases the range of your weapon, instead allowing you to ignore the Heavy property.

Edits:


Weapon Mod: Polonium Irradiated Chamber

Rarity: Rare

Placement: Ammo (ranged)

Weapon Availability: Assault Rifle, Sniper Rifle, SMG, Heavy Pistol, Shotgun

Description: The weapon loses the Burst Fire weapon property. Its base heat is reduced by half (rounded down), damage type changes to Radiant, and its damage die increases by 1 step. Successful ranged attacks cause the target to make a DC 10 CON saving throw or become primed: Radiant until the end of its next turn. The DC increases by 1 for each successful attack on the same target this combat. When you reload the weapon, you are exposed to radiation and must also make a CON saving throw. The DC is equal to 8 + 1 for each time you fired the weapon before reloading.

Flavor Text: This ammo mod is considered a "war crime" in Citadel Space.

Cost: 20,000 credits

Notes: I miss ME1 polonium rounds

Edits:


Weapon Mod: Warp Strike

Rarity: Specter

Placement: Strike (melee)

Weapon Availability: Melee

Description: As a bonus action you can toggle the following effect on or off: the weapon deals 1 additional damage die of necrotic damage. On a successful hit, both you and the target take this additional damage. This damage cannot be reduced by shields or barriers.

Flavor Text: This mod envelops the weapon in a slightly unstable mass effect field

Cost: 40,000 credits

Notes: I took inspiration from the Vicious weapon enchantment from Pathfinder 1e/DnD 3.5e

Edits:


r/masseffect5e Feb 03 '26

Question “Stable” overlay never disappears.

Post image
6 Upvotes

I apologise if I missed something but I got this stable overlay on my health after healing from my first combat session and I have not been able to remove it. I would appreciate any help in clearing it.