Mass Effect 5e - Player's Handbook

Creating Armor

Though we provide a list of armor mods and sets, we encourage you to create your own!

Nomenclature
Mechanic
The aspect that affects the gameplay. A mod or armor set can have one or more mechanics.
Mod
An item, containing one or more mechanics, that can be installed when creating custom armor.
Set
One or more pieces of armor that must be worn together and provide mechanics when worn. Mechanics contained within sets are meant to be integrated, and not salvageable from the armor. In addition, armor sets are not intended to be upgraded with other mods.
Creating a Mechanic

A 'mechanic' is a combination of a rule exception/addition, a potency, and a cost per potency level. Below you'll find a list of mechanics used in this system.

Rule exception/addition

The first step is deciding what you want your mechanic to do, e.g. add health, shields, or damage; provide advantage on saving throws, etc.

We strongly recommend that you do not make new mechanics that increase the combat effectiveness of ranged weapons. These mechanics should be reserved for weapon mods.

Potency

Next, decide how the mechanic's potency will stack. For example, increased shield points have 5 points per potency. So, an Armor Mod with +10 shield points would have a potency of 2. Armor Mods should never have a potency higher than 3. Keep this in mind when figuring out the lowest potency amount.

Cost

Figuring out the cost is mostly guesswork. Low cost mechanics have minor combat applications, such as additional carrying capacity or minor speed boosts. These range from 1,000 to 5,000 credits. Mods that increase survivability (shields, AC, resistances) or damage should range between 5,000 and 20,000 credits

Current Mechanic List

Rule addition/exceptionPotencyCost per Potency
Additional shield points (regen remains base 5)510000
Increase shield regen58000
+X to melee weapon attack and damage rolls112000
reroll any 1 on your [biotic, tech, or melee] damage rolls1 damage type20000
reroll any 1 and 2 on your [biotic, tech, or melee] damage rolls1 damage type40000
Increase thermal clip capacity41000
Increase grenade capacity23000
Increase Medi-gel capacity22000
Increase Heavy Weapon charges15000
Additional weapon slot1 for small weapons, 2 for large weapons3000
Damage or Condition Immunity1 damage type or condition (cannot be piercing, slashing, or bludgeoning)25000
Resistance to a damage type1 damage type (double the cost for piercing)15000
Reduce tech point costreduce by 1 tp20000
Increase AC120000
Increase TP regeneration die1 die type12000
Instantly stabalize a companion1 per long rest20000
Instantly stabalize when you drop below 0 hit points.1 per long rest35000
Increase speed2m3000
Advantage on saving throws1 ability type30000
Use medi-gel as a reaction to taking hit point damage1 medi-gel charge8000
Additional hit die when expending medi-gel1 die12000
Creating an Armor Mod

Creating a custom armor mod simply requires combining a slot (head, chest, arms, or legs), one or more mechanics, and a potency for each mechanic. Determine the cost of the mod by adding each mechanic cost (cost * potentcy)

Example: +10 shields, +1 AC

  1. Slot = Chest
  2. Mechanic 1 = +10 sheilds (2 potency * 10,000 credits) = 20,000 credtis
  3. Mechanic 2 = +1 AC (1 potency * 8,000 credits) = 8,000 credits
  4. Mod Cost = 28,000 credits
When creating new mods, be mindful that their benefits can stack. You wouldn't want to create a +3 AC armor mod for the head, chest, arms, and legs — this would result in a player being able to attain +12 AC.
Creating Armor Sets

An armor set can be one or many pieces of armor. Armor sets are cheaper than creating custom armor, even though they may be more powerful. The justification is that an armor set is mass manufactured, so you get more benefits at the expense of not being able to customize the armor with additional mods.

First, decide the type of armor (light, medium, or heavy) and which pieces it will contain. Then find the base cost by using the costs defined in the creating armor table. Next, decide what mechanics (and their potency) you want to add to the armor. Calculate the total cost of all your mechanics, add it to the base cost of your armor, then reduce the amount by 15%.

Example:

  1. Medium Body Armor = 16,000 (Chest = 10,000, Arms = 3,000, Legs = 3,000)
  2. Mechanics = Resistance to Slashing, Bludgeoning, & Piercing (15,000 for slashing, 15,000 for bludgeoning, 30,000 for piercing)
  3. Subtotal = 76,000
  4. Total = 64,600 credits = 76,000 - (76,000 * .15)
When creating armor sets, the cost is just a rule of thumb. If an armor set seems too expensive or cheap, raise or lower the cost to your needs.
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