Rules Changes

Noble
You may drop Linguist for either Biotic Implants or Tech Specialization.
Scoundrel
You may drop Point Blank Shot for either Biotic Implants or Tech Specialization.
Scout
You may drop Shake It Off for either Biotic Implants or Tech Specialization.
Soldier
You may drop Weapon Proficiency (rifles) and Armor Proficiency (medium) for either Biotic Implants or Tech Specialization.
Force Points
The term “Force Points” is replaced with “Tactical Points” for this campaign setting, but the two terms are completely interchangeable.
Indoctrination
Indoctrination is the signal or energy field given off by the Reapers that causes any sentient, organic being to slowly give in to domination by the Reapers.
All sentient organic beings start with an Indoctrination Score of 0. For each full day said organic being spends within the range of a Reaper’s indoctrination area, make an attack roll (1d20 + the Reaper’s Charisma modifier + the organic being’s Indoctrination Score) against the organic being’s Will defense. If the attack hits, increase the organic being’s Indoctrination Score by +1. Additionally, if an organic being has an Indoctrination Score equal to half their Wisdom or more, they may only directly disobey the orders of a Reaper by spending a Tactical Point.
When an organic being’s Indoctrination Score equals their Wisdom score, they have become completely indoctrinated and will obey all orders given to them by the Reapers if they have at least 1 heroic level. If the organic being has only non-heroic levels, they become mindless drooling husks (Int 1, Wis 1, Cha 1). The organic being may only resist the effects of indoctrination by spending a Destiny Point, which lasts one round.
An organic being can spend one hour and a Tactical Point fighting off the effects of indoctrination, reducing their Indoctrination Score by 1.
Biotics
Biotics can be very tough on the body, and this is reflected in the video game by a recharge time. In the Saga Edition rules for Force users, a given power can only be used once per encounter, though a character can spend a Force point to re-use it; as biotic characters in Mass Effect do not get several of the benefits of a Jedi (lightsaber, several uses of the Use the Force skill, a number of talents), this has been changed here by adding a cooldown time for many of the biotic powers. The cooldown times are often 4-5 rounds, which is a fair amount of time in a firefight, but it still allows for power regeneration at a faster rate than spending a limited resource, Tactical Points. If a biotic power user wishes, much like a Force user, he or she can spend a Tactical Point to regain use of a power immediately.
Prestige Classes
Prestige classes that may be appropriate for the Mass Effect setting may include: Ace Pilot, Bounty Hunter, Crime Lord, Elite Trooper, Gunslinger, Officer, Corporate Agent, Gladiator, Infiltrator, Medic, Military Engineer, Outlaw, Pathfinder, Saboteur, Vanguard.

Rules Changes

Mass Effect: Horizon Storm KnightVeritas