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srb:combat_specialization [2020/06/11 17:54]
weby
srb:combat_specialization [2020/07/23 04:27] (current)
weby
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 =====Power table===== =====Power table=====
- 
-FIXME format table 
- 
 ^Power^Description^requirements^ ^Power^Description^requirements^
 |Adrenaline Rush| The character is filled with adrenaline, allowing him to be more accurate and quicker.|BAB +3| |Adrenaline Rush| The character is filled with adrenaline, allowing him to be more accurate and quicker.|BAB +3|
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 |Sticky Grenade| Grenade power. Throw grenade that others can’t remove| Electronics 1 rank, able to use one Tech power| |Sticky Grenade| Grenade power. Throw grenade that others can’t remove| Electronics 1 rank, able to use one Tech power|
 |Trip Mine| Transform a Power-Cell into a booby trap| Engineering 4 ranks| |Trip Mine| Transform a Power-Cell into a booby trap| Engineering 4 ranks|
-|Unity| Combine several skills to heal multiple allies at the same time, bringing them back from unconsciousness and restoring their shields in the process. |BAB +10,Electronics 4 ranks, Medicine 4 ranks, Engineer 4 ranks, Life science 3 ranks| 
  
 ===== Power descriptions ===== ===== Power descriptions =====
- 
-FIXME add descriptions 
- 
  
 ==== Adrenaline Rush ==== ==== Adrenaline Rush ====
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 Hardening: Hardening:
-   *While this power is active, the character increases armor and Shields DR by 1.+   *While this power is active, the character increases armor and Shields DR by 2.
 Time Dilation: Time Dilation:
    * While this power is active, attacks made by the character do not trigger opportunity attacks.    * While this power is active, attacks made by the character do not trigger opportunity attacks.
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 This power gains one of the following upgrades: This power gains one of the following upgrades:
 Ignore Pain: Ignore Pain:
-   * While this power is active, the character increases all forms of DR he possesses by 1.+   * While this power is active, the character increases all forms of DR he possesses by 2.
 Greater Rush: Greater Rush:
    * While this power is active, the character gains the possibility of using 1 extra action, which can only be used in the character’s round. The character gains only 1 single action for the entire duration ofAdrenaline Rush, so if the character decides to use  this extra action in the first round that Adrenaline Rush is active, he cannot perform one extra action in the second round (provided this power’s duration is used in a way that lasts up to a second round). A full-round action still consumes the entire round, ven if the character has 3 actions in that round.    * While this power is active, the character gains the possibility of using 1 extra action, which can only be used in the character’s round. The character gains only 1 single action for the entire duration ofAdrenaline Rush, so if the character decides to use  this extra action in the first round that Adrenaline Rush is active, he cannot perform one extra action in the second round (provided this power’s duration is used in a way that lasts up to a second round). A full-round action still consumes the entire round, ven if the character has 3 actions in that round.
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 grenade. Effective against shields and barriers. grenade. Effective against shields and barriers.
  
-    * Prerequisite: FIXME+    * Prerequisite: Engineering 1 rank, Electronics 1 rank
     * Activation: None. Character can choose to use this power when he or she throws a grenade.     * Activation: None. Character can choose to use this power when he or she throws a grenade.
     * Effect: The character can alter his grenades to release an EMP charge when they explode. This blast deals little damage to creatures without Shield HP but it carries a chance of stunning any creature (organics, mechanical and synthetics), caught in the blast, for a small duration. In addition, it deals a large amount of damage against Shield HP.     * Effect: The character can alter his grenades to release an EMP charge when they explode. This blast deals little damage to creatures without Shield HP but it carries a chance of stunning any creature (organics, mechanical and synthetics), caught in the blast, for a small duration. In addition, it deals a large amount of damage against Shield HP.
     * Save: Fortitude save negates the stun effect; Reflex save halves the damage. DC equals 12 + Electronic ranks divided by 2.     * Save: Fortitude save negates the stun effect; Reflex save halves the damage. DC equals 12 + Electronic ranks divided by 2.
- 
  
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
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 === Rank 1 === === Rank 1 ===
  This power has the following statistics:  This power has the following statistics:
-    * Grenade deals 2d6 points of damage against creatures without Shield HP. +    * Grenade deals 3d6 points of damage against creatures without Shield HP. 
-    * Grenade deals 4d6 points of damage against Shield HP.+    * Grenade deals 6d6 points of damage against Shield HP.
     * Radius: 5 squares     * Radius: 5 squares
     * Creatures without Shield HP are stunned for 1 action (the first action of their next turn).     * Creatures without Shield HP are stunned for 1 action (the first action of their next turn).
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 behind it. behind it.
  
-   * Prerequisite: FIXME+   * Prerequisite: Electronics 2 ranks
    * Target: Creatures in area    * Target: Creatures in area
    * Range: Varies with rank    * Range: Varies with rank
-   * Activation: 1 action, used at the same time as a Power-Cell altering its effects +   * Activation: 1 action, used at the same time as protective foam canister 
-   * Effect: The character can alter the effects of a Power Cell to create an energy barricade in a 2 squares wide, 1 square deep with open rear. The barrier is 1m tall, enough to provide half cover to a Medium-size creature or full cover if laying down. In addition, the barrieralso provides Shield HP regeneration to characters that still have Shield HP.+   * Effect: The character can alter the effects of a Power Cell to create ay barricade in a 2 squares wide, 1 square deep with open rear. The barrier is 1m tall, enough to provide half cover to a Medium-size creature or full cover if laying down. In addition, the barrier also provides Shield HP regeneration to characters that still have Shield HP.
    * Cooldown: 2 actions    * Cooldown: 2 actions
    * Characters inside the barricade regenerate 3 Shield HP per action, but only if they have Shield HP.    * Characters inside the barricade regenerate 3 Shield HP per action, but only if they have Shield HP.
 +   * Requires a protective foam canister
  
  
-The barricade has the following base statistics: AC of 5 and 50 Shield HP when a Small-Capacity Battery Power-Cell is used. With rank 2 and every rank thereafter, +The barricade has the following base statistics:  
-the barricade gains +10 Shield HP.+AC of 5 and 100 Shield HP . With rank 2 and every rank thereafter, the barricade gains +20 Shield HP.
  
 The barricade’s occupied space must include the The barricade’s occupied space must include the
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 of barricades the character can create. of barricades the character can create.
  
-FIXME energies 
  
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
- 
-Special: This power requires the character to spend a Small Capacity Power-Cell. If more advanced Power-Cells are used, the barricade’s base effects are increased as follows: 
-    * Medium-Capacity Power-Cell: the barricade has AC 8, 70 Shield HP, Shield HP DR 1 and its duration increases by +2 actions. Its regeneration ability increases by 1 
-    * High-Capacity Power-Cell: the barricade has AC 12, 100 Shield HP, Shield HP DR 2, its duration increases by +3 actions and the barricade increases to a 3 squares wide and 2 deep. Its regeneration ability increases by 3 
-    * Emergency Battery Power-Cell: the barricade has AC 15, 150 Shield HP, Shield HP DR 4, its duration increases by +4 actions, the barricade increases to a 3 squares wide and 2 deep square and the barricade’s height increased by +0.5m making it a three-quarters cover for Medium size characters. Its regeneration ability increases by 5 
  
 === Rank 1 === === Rank 1 ===
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 === Rank 2 === === Rank 2 ===
 Changes: Changes:
-   This power consumes only 1/2 of the Power-Cell, effectively allowing the character to use the same Power-Cell twice to activate this power. However, once the Power-Cell is used to activate a Barricade once, its normal effects can no longer be used.+    Shield HP regeneration increased to 6 per action 
 === Rank 3 === === Rank 3 ===
 Changes: Changes:
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 Duration: Duration:
    * Increase duration by +2 actions.    * Increase duration by +2 actions.
-Power Consumption+Height
-  This power consumes only 1/3 of the Power-Cell, effectively allowing the character to use the same PowerCell three times to activate this power. However, once the Power-Cell is used to activate a Barricade once, its normal effects can no longer be used+   Increase height to square(1.5m). Allows medium character to stand behind it for 3/4 cover and fire over or lean down while standing and be in cover. 
 === Rank 5 === === Rank 5 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
  
 Weapon Feedback: Weapon Feedback:
-   * While inside the barricade, characters gain +bonus damage (multiplied on a critical hit) per shot/ attack and have their total recoil penalty reduced by 1.+   * While inside the barricade, characters gain +bonus damage (multiplied on a critical hit) per shot/ attack and have their total recoil penalty reduced by 1.
 Power Feedback: Power Feedback:
-   * While inside the barricade, characters have the DCs of their powers increased by 2, have the damage dealt by their powers (if any and except Ammo powers) increased by +2 and their powers require 1 less Tech or Biotic point to activate.+   * While inside the barricade, characters have the DCs of their powers increased by 2, have the damage dealt by their powers (if any and except Ammo powers) increased by +2 and their powers require 1 less Tech or Biotic point to activate(minimum 1).
 === Rank 6 === === Rank 6 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
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 Regeneration: Regeneration:
    * Barricade now regenerates Shield HP to all characters inside it, regardless of whether the character still has Shield HP left or not.    * Barricade now regenerates Shield HP to all characters inside it, regardless of whether the character still has Shield HP left or not.
-Electric Defense+Healing
-   Any creature that stands adjacent to the barricade’s front (the side opposite to the barricade’s entrance) takes 2d6 points of damage, +1d6 if the creature is a synthetic creature, +1d6 if the creature has Shield HP. Creatures that take damage from the barricade are charged with electric energy for 2 actions, allowing others to detonate those creatures with any tech power that does damage to Shield HP. The detonation deals 4d6 points of damage and affects all in a 10-ft radius.+   Barricade now regenerates HP to all characters inside it at one point/action. 
  
 ==== Bullet Rain ==== ==== Bullet Rain ====
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    * Cooldown: 3 actions.    * Cooldown: 3 actions.
 === Rank 3 === === Rank 3 ===
-Upon attaining this rank, The character has more efficient heat management with submachine guns. Any gun gets +25% shots from same cooling clip or generates 25% less heat.+Upon attaining this rank, The character has more efficient heat management with submachine guns that are grav. Any gun gets +25% shots from same cooling clip or generates 25% less heat. For classical submachine guns can safely carry chambered round.
  
 Changes; Changes;
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 This power has the following statistics: This power has the following statistics:
    * Fire 4 shots from a shotgun to launch a blast against the target. A normal attack must be made to see if blast hits the target.    * Fire 4 shots from a shotgun to launch a blast against the target. A normal attack must be made to see if blast hits the target.
-   * Target must be up to 60 ft away.+   * Target must be within 12 squares.
    * Damage dealt: critical hit damage to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.    * Damage dealt: critical hit damage to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.
    * If the target of the Carnage is on fire and this ability kills him, the blast area increases by 1 square and affected creatures are caught on fire, with no save to avoid.    * If the target of the Carnage is on fire and this ability kills him, the blast area increases by 1 square and affected creatures are caught on fire, with no save to avoid.
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 === Rank 3 === === Rank 3 ===
 Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action(this is a permanent bonus). In addition, this power has the following statistics: Upon attaining this rank, the critical threat range of shotguns, wielded by the character, increase by 1 when using the aim action(this is a permanent bonus). In addition, this power has the following statistics:
-   * Damage dealt: critical hit damage +1d6 to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.+   * Damage dealt: critical hit damage +2d6 to target, half that to adjacent creatures. If the weapon deals extra damage to targets within range, that damage is also dealt.
 === Rank 4 === === Rank 4 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
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    *Increase blast radius by 1 square. Targets in the blast area take as much damage as the target.    *Increase blast radius by 1 square. Targets in the blast area take as much damage as the target.
 Damage: Damage:
-   * Increase blast damage by +1d6.+   * Increase blast damage by +2d6.
 === Rank 5 === === Rank 5 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
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 each rank. each rank.
  
-Rank 1This power has the following statistics: +=== Rank 1 === 
-   * Grenade deals 3d6 points of damage.+ This power has the following statistics: 
 +   * Grenade deals 4d6 points of damage.
    * Radius: 3 squares    * Radius: 3 squares
    * Creatures are sent flying 2 squares into the air.    * Creatures are sent flying 2 squares into the air.
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 === Rank 3 === === Rank 3 ===
 Changes: Changes:
-   * Grenade deals 4d6 points of damage.+   * Grenade deals 6d6 points of damage.
 === Rank 4 === === Rank 4 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
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    * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.    * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
 Damage Combo: Damage Combo:
-   * Creatures sent flying with this power have the damage reduction of their armor reduced by for the next two actions.+   * Creatures sent flying with this power have the damage reduction of their armor reduced by for the next two actions.
 === Rank 6 === === Rank 6 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
  
 Damage & Force: Damage & Force:
-   * Increase damage by 1d6.+   * Increase damage by 2d6.
    * Increase flying distance by 1 square    * Increase flying distance by 1 square
 Stronger Lift: Stronger Lift:
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 Shatter: Shatter:
-    *  If the target is frozen, it takes an additional 1d6 points of damage.+    *  If the target is frozen, it takes an additional 2d6 points of damage.
     *  If the target is frozen, it is pushed back an additional 2 squares.     *  If the target is frozen, it is pushed back an additional 2 squares.
 Recharge Speed: Recharge Speed:
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     *  This shot now includes the effects of the normal attack, so it adds weapon damage (normally multiplied if the attack resulted on a critical hit), as well as the Ammo power applied to the weapon.      *  This shot now includes the effects of the normal attack, so it adds weapon damage (normally multiplied if the attack resulted on a critical hit), as well as the Ammo power applied to the weapon. 
 Devastating: Devastating:
-    *  Organic targets with no Shield HP or Plating take extra 2d6 points of damage and are sent back an additional 2 squares.+    *  Organic targets with no Shield HP or Plating take extra 3d6 points of damage and are sent back an additional 2 squares.
     *  Increase cooldown increase of others powers by 1 action.     *  Increase cooldown increase of others powers by 1 action.
  
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-   * Prerequisite: FIXME+   * Prerequisite: Computers 2 ranks, Electronics 6 ranks, Engineering 6 ranks
    * Activation: None. Character can choose to use this power when he or she throws a grenade.    * Activation: None. Character can choose to use this power when he or she throws a grenade.
    * Effect: The character can alter his grenades to release a flashbang blast. This blast deals little damage to creatures in the area but dazes targets and incapacitates them.     * Effect: The character can alter his grenades to release a flashbang blast. This blast deals little damage to creatures in the area but dazes targets and incapacitates them. 
    * Save: Fortitude save negates the daze effect; Will save negates the disabling effect. DC equals 12 + Decryption ranks divided by 2.    * Save: Fortitude save negates the daze effect; Will save negates the disabling effect. DC equals 12 + Decryption ranks divided by 2.
-For + 
-the duration of the incapacitate feature of this power, the+For the duration of the incapacitate feature of this power, the
 affected creature’s weapons overheat and can’t be used, affected creature’s weapons overheat and can’t be used,
 the omni-tool is jammed so it cannot be used and no Tech the omni-tool is jammed so it cannot be used and no Tech
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 This power has the following statistics: This power has the following statistics:
    * Grenade deals 1d6 points of damage.    * Grenade deals 1d6 points of damage.
-   * Daze duration: 1 actions (first action of affectedcreature’s turn).+   * Daze duration: 1 actions (first action of affected creature’s turn).
    * Incapacitate duration: 1 actions (first action of affected creature’s turn).    * Incapacitate duration: 1 actions (first action of affected creature’s turn).
    * Radius: 4 squares    * Radius: 4 squares
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 This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus.
 === Rank 3 === === Rank 3 ===
- This power has the following statistics: +Changes:
-   * Grenade deals 1d6 points of damage. +
-   * Daze duration: 1 actions (first action of affected creature’s turn).+
    * Incapacitate duration: 2 actions.    * Incapacitate duration: 2 actions.
    * Radius: 5 squares    * Radius: 5 squares
 === Rank 4 === === Rank 4 ===
-This power has the following statistics: +Changes:
-   * Grenade deals 1d6 points of damage.+
    * Daze duration: 2 actions.    * Daze duration: 2 actions.
    * Incapacitate duration: 2 actions.    * Incapacitate duration: 2 actions.
-   * Radius: 5 squares+
 === Rank 5 === === Rank 5 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
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    * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.    * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
 Frag Grenade: Frag Grenade:
-   * Increase grenade damage to 3d6+   * Increase grenade damage to 4d6
  
 === Rank 6 === === Rank 6 ===
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 A visible white shield surrounds you and your armor. A visible white shield surrounds you and your armor.
-    * Prerequisite: FIXME Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.+    * Prerequisite:  Electronics 1 rank proficiency with medium armor, Unlike other powers, the skill ranks prerequisites increase by +1 instead of +2.
     * Target: Self (D)     * Target: Self (D)
     * Activation: 1 action     * Activation: 1 action
-    * Effect: This power surrounds the character with a white-like solid barrier, created by reinforcing the armor using protective Foucault currents. This power provides a certain amount of DR to the character’s HP, Shield HP and Plating HP, at the cost of increasing the cooldown of any power used while this lasts and reducing character’s speed.+    * Effect: This power surrounds the character with a white-like solid barrier, created by reinforcing the armor using protective Foucault currents. 
 +    * This power provides a certain amount of DR to the character’s HP, Shield HP and Plating HP, at the cost of increasing the cooldown of any power used while this lasts and reducing character’s speed.
  
 The character can purge the current (thus dismissing this power), to The character can purge the current (thus dismissing this power), to
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 === Rank 1 === === Rank 1 ===
 This power has the following statistics: This power has the following statistics:
-    *  Damage Reduction of 1+    *  Damage Reduction of 2
-    *  Melee bonus Damage: +1d6. This damage is multiplied on critical hits.+    *  Melee bonus Damage: +1d8. This damage is multiplied on critical hits.
     *  Melee bonus damage lasts: 4 actions     *  Melee bonus damage lasts: 4 actions
     *  Cooldown of other powers is increased by 2 actions. This includes Shield Boost.     *  Cooldown of other powers is increased by 2 actions. This includes Shield Boost.
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 === Rank 3 === === Rank 3 ===
  This power has the following statistics:  This power has the following statistics:
-    *  Melee bonus Damage: +2d6. This damage is multiplied on critical hits.+    *  Melee bonus Damage: +2d8. This damage is multiplied on critical hits.
 === Rank 4 === === Rank 4 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
  
 Durability: Durability:
-    *  Increase damage reduction by 1.+    *  Increase damage reduction by 2.
 Melee Damage: Melee Damage:
-    *  Increase melee damage by +1d6. This damage is multiplied on critical hits.+    *  Increase melee damage by +1d8. This damage is multiplied on critical hits.
 === Rank 5 === === Rank 5 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
  
 Shield Recharge: Shield Recharge:
-    *  While this power is active, the Foucault current slowly regenerate the character’s shields at the rate of 1 point per action.+    *  While this power is active, the Foucault current slowly regenerate the character’s shields at the rate of 2 points per action.
 Power Synergy: Power Synergy:
     *  The cooldown increase of other powers is reduced by 1 action.     *  The cooldown increase of other powers is reduced by 1 action.
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     *  Character’s speed is no longer reduced.     *  Character’s speed is no longer reduced.
 Durability: Durability:
-    *  Increase barrier’s Damage Reduction by 1.+    *  Increase barrier’s Damage Reduction by 2.
  
  
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 causing a massive explosion on impact. causing a massive explosion on impact.
  
-    * Prerequisite: FIXME+    * Prerequisite: Electronics 5 ranks, Engineer 5 ranks
     * Activation: None. Character can choose to use this power when he or she throws a grenade.     * Activation: None. Character can choose to use this power when he or she throws a grenade.
     * Range: 40 ft     * Range: 40 ft
-    * Effect: The character can choose to throw a grenade through his omni-tool, but against a specific target. Doing so causes the grenade to fly and seek that target, dealing damage on impact. Because of the hooming seeking abilities of the grenade, cover and movement bonuses to the target’s Defense are halved. The character must succeed on a ranged touch attack to affect the target.+    * Effect: The character can choose to throw a grenade against a specific target.  
 +    * Doing so causes the grenade to fly and seek that target, dealing damage on impact.  
 +    * Because of the hooming seeking abilities of the grenade, cover and movement bonuses to the target’s Defense are halved.  
 +    * The character must succeed on a ranged touch attack to affect the target.
  
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
- 
-Note: because this power fires the grenade from the omni- 
-tool, instead of being the character using his Strength to 
-throw it, there is a specific range for the power which is not 
-dependant on the character’s Strength. 
  
 === Rank 1 === === Rank 1 ===
  This power has the following statistics:  This power has the following statistics:
-    *  Grenade deals 5d6 points of damage to the target.+    *  Grenade deals 7d6 points of damage to the target.
 === Rank 2 === === Rank 2 ===
  This rank does not increase the power’s statistics.  This rank does not increase the power’s statistics.
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 === Rank 3 === === Rank 3 ===
  This power has the following statistics:  This power has the following statistics:
-    *  Grenade deals 6d6 points of damage to the target.+    *  Grenade deals 9d6 points of damage to the target.
 === Rank 4 === === Rank 4 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
  
 Damage: Damage:
-    *  Increase damage by 1d6+    *  Increase damage by 2d6
 Impact Radius: Impact Radius:
     *  Creatures adjacent to the target now take half the damage dealt.     *  Creatures adjacent to the target now take half the damage dealt.
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     *  This upgrade permanently increases the character’s ready grenade carrying capacity by 1.     *  This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
 Fire Damage: Fire Damage:
-    *  Targets damaged by this power are caught on fire, taking 1d6 fire damage per action for 2 actions.+    *  Targets damaged by this power are caught on fire, taking 2d6 fire damage per action for 2 actions.
 === Rank 6 === === Rank 6 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
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 Armor Damage: Armor Damage:
     *  Deal 50% more damage against Plating HP.     *  Deal 50% more damage against Plating HP.
-    *  Reduce target’s Plating HP DR by for 3 actions.+    *  Reduce target’s Plating HP DR by for 3 actions.
 Split Grenade: Split Grenade:
     *  The grenade splits and seeks two different targets (only one grenade is consumed). A ranged touch attack roll must still be made against each target. If it hits, it deals only 50% of normal damage. Targets must still be in range and no more than 40 ft away from each other.     *  The grenade splits and seeks two different targets (only one grenade is consumed). A ranged touch attack roll must still be made against each target. If it hits, it deals only 50% of normal damage. Targets must still be in range and no more than 40 ft away from each other.
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 Cluster-bomb a small area with plasma fire. Cluster-bomb a small area with plasma fire.
  
-   * Prerequisite: FIXME+   * Prerequisite: Electronics 1 rank, Engineering 1 rank
    * Activation: None. Character can choose to use this power when he or she throws a grenade.    * Activation: None. Character can choose to use this power when he or she throws a grenade.
    * Effect: The character throws a grenade filled plasma that cover the blast area with fire, dealing damage to anyone within, or that enters, the affected area.    * Effect: The character throws a grenade filled plasma that cover the blast area with fire, dealing damage to anyone within, or that enters, the affected area.
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 === Rank 1 === === Rank 1 ===
 This power has the following statistics: This power has the following statistics:
-    Creatures in the area take 1d6 damage for each action in which they acted within the area or passed through it.+    Creatures in the area take 1d8 damage for each action in which they acted within the area or passed through it.
     Radius: 3 square     Radius: 3 square
    * Area remains on fire for 3 actions.    * Area remains on fire for 3 actions.
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 === Rank 3 === === Rank 3 ===
  This power has the following statistics:  This power has the following statistics:
-   * Creatures in the area take 2d6 damage for each action in which they acted within the area or passed through it.+   * Creatures in the area take 2d8 damage for each action in which they acted within the area or passed through it.
 === Rank 4 === === Rank 4 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
  
 Damage: Damage:
-   * Increase damage by 1d6+   * Increase damage by 1d8
 Radius: Radius:
   * Increase radius by 1 square   * Increase radius by 1 square
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    * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.    * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
 Improved Damage: Improved Damage:
-  * Increase damage by 1d6.+  * Increase damage by 1d8.
 === Rank 6 === === Rank 6 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
  
 Armor Damage: Armor Damage:
-   *Increase damage done to Plating by 2d6.+   *Increase damage done to Plating by 2d8.
 Radius & Duration: Radius & Duration:
    * Area remains on fire for 1 additional action.    * Area remains on fire for 1 additional action.
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 === Rank 1 === === Rank 1 ===
 This power has the following statistics: This power has the following statistics:
-   * Grenade deals 2d6 points of damage.+   * Grenade deals 3d6 points of damage.
    * Radius: 3 squares    * Radius: 3 squares
     * Creatures are sent flying 2 square into the air.     * Creatures are sent flying 2 square into the air.
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 === Rank 3 === === Rank 3 ===
 Changes: Changes:
-   * Grenade deals 3d6 points of damage.+   * Grenade deals 4d6 points of damage.
 === Rank 4 === === Rank 4 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
  
 Damage: Damage:
-   * Increase damage by 1d6+   * Increase damage by 2d6
 Radius: Radius:
    * Increase radius by 1 square    * Increase radius by 1 square
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 effects at each rank. effects at each rank.
  
-Rank 1This power has the following statistics: +=== Rank 1 === 
-• Increase rate of fire of pistols, wielded by the character, + This power has the following statistics: 
-by 1 while this power is active. +   * Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. 
-• Gain a +2 bonus to attack of pistols, wielded by the +   * Gain a +2 bonus to attack of pistols, wielded by the character, while this power is active. 
-character, while this power is active. +   * Lasts for 2 actions. 
-• Lasts for 2 actions. +   * Cooldown: 4 actions. 
-• Cooldown: 4 actions. +=== Rank 2 === 
-Rank 2: This power has the following statistics: +Changes
-• Increase rate of fire of pistols, wielded by the +   * Cooldown: 3 actions. 
-character, by 1 while this power is active. +=== Rank 3 === 
-• Gain a +2 bonus to attack of pistols, wielded by the +Changes
-character, while this power is active. +   * Lasts for 3 actions. 
-• Lasts for 2 actions. + 
-• Cooldown: 3 actions. +=== Rank 4 === 
-Rank 3: This power has the following statistics: +Upon attaining this rank, the reload time of pistols, wielded by the character, is changed to 1 free action (this is a permanent bonus). In addition, this power gains one of the following upgrades: 
-• Increase rate of fire of pistols, wielded by the +
-character, by 1 while this power is active. +
-• Gain a +2 bonus to attack of pistols, wielded by +
-the character, while this power is active. +
-• Lasts for 3 actions. +
-• Cooldown: 3 actions. +
-Rank 4Upon attaining this rank, the reload time of +
-pistols, wielded by the character, is changed to 1 free +
-action (this is a permanent bonus). In addition, this +
-power gains one of the following upgrades:+
 Accuracy: Accuracy:
-• Increase attack bonus by +2 while this power is active.+   Increase attack bonus by +2 while this power is active.
 Firing Rate: Firing Rate:
-• Increase rate of fire of pistols, wielded by the character, +  * Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. 
-by 1 while this power is active. +=== Rank 5 === 
-Rank 5This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Duration: Duration:
-• Increase Marksman duration by 1 action.+   Increase Marksman duration by 1 action.
 Headshots: Headshots:
-• Increase critical multiplier of pistols, wielded by the +  * Increase critical multiplier of pistols, wielded by the character, by 1 while this power is active. 
-character, by 1 while this power is active. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action.+   Reduce cooldown by 1 action.
 Gunslinger: Gunslinger:
-• Reduce recoil of pistols, wielded by the character, by 1 while +   Reduce recoil of pistols, wielded by the character, by 1 while this power is active. 
-this power is active. +   * Increase rate of fire of pistols, wielded by the character, by 1 while this power is active. 
-• Increase rate of fire of pistols, wielded by the character, by 1 + 
-while this power is active. +==== Martial Artist ==== 
-Martial Artist+
 You learn to take the best advantage of melee weapons, focusing You learn to take the best advantage of melee weapons, focusing
 your fighting skills on engaging the enemy up-close rather than at your fighting skills on engaging the enemy up-close rather than at
 a distance. a distance.
-Prerequisite: Int 12+, BAB +0, Knowledge (tactics) 1 rank. Unlike +   Prerequisite: Int 12+, BAB +0, Improved unarmed combat feat, each new rank of Martial Artist increases the BAB prerequisite by 2. 
-other Combat powers, each new rank of Martial Artist increases the +   * Activation: 1 action 
-BAB prerequisite by 2. +   * Effect: The character performs a special attack against a specific target or against several targets he threatens. This special attack depends on the type of melee weapon used, but because some ranks provide different special attacks, the chracter must choose which special attack he wants to use. Some ranks provide permanent bonuses. 
-Activation: 1 action +   * Save: Varies with rank and melee weapon used 
-Effect: The character performs a special attack against a specific +
-target or against several targets he threatens. This special attack +
-depends on the type of melee weapon used, but because some +
-ranks provide different special attacks, the chracter must choose +
-which special attack he wants to use. Some ranks provide permanent +
-bonuses.+
 If a character is wielding two different types of melee weapons, he If a character is wielding two different types of melee weapons, he
 cannot gain the benefit of two different special attacks, he must cannot gain the benefit of two different special attacks, he must
 choose which special attack is used. choose which special attack is used.
 +
 In ranks 5 and 6, choose one of two different permanent effects at each In ranks 5 and 6, choose one of two different permanent effects at each
 rank. rank.
-Save: Varies with rank and melee weapon used + 
-Rank 1This power has the following statistics: +Note that for all effects causing knockback or throwing, range is reduced by 1 square for each size larger, and increased by 1 square for each size smaller. 
-• Stunning Fist: If character is fighting in melee unarmed: he + 
-performs one melee attack, against a single target he threatens. +=== Rank 1 === 
-The target must then make a Fortitude save (DC 10 + character’s +This power has the following statistics: 
-Wis modifier + 1/2 Character level) or is dazed for 1 action. This +   * Stunning Fist: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. The target must then make a Fortitude save (DC 10 + character’s Wis modifier + 1/2 Character level) or is dazed for 1 action. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-power can be used a number of times per encounter equal to 1 +   * Precise Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. This attack has its critical threat range increased by 2. 
-+ Wis modifier (minimum of 1). Using this special attack removes +   * This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-one usage from other special attacks granted by this power (to a +   * Power Strike: If character is fighting in melee with a heavy melee weapon: he performs one melee attack, against a single target he threatens. For this attack, add a bonus to damage equal to 2*this power’s rank. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-minimum of 0 special attacks). +   * Spinning Strike: If character is fighting in melee with a two-handed melee weapon: he performs on melee attack, against each target he threatens. Roll for each target separately. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-• Precise Strike: If character is fighting in melee with a light melee +=== Rank 2 === 
-weapon: he performs one melee attack, against a single target he +This rank does not increase the power’s statistics. Instead, it increases the melee damage the character deals, with a melee attack, by 2. It also increases the character’s Defense by 1 when he is engaging an enemy in melee. This is a permanent bonus. 
-threatens. This attack has its critical threat range increased by 2. +=== Rank 3 === 
-This power can be used a number of times per encounter equal + This power has the following additional uses
-to 1 + Dex modifier (minimum of 1). Using this special attack +   * Improved Grab: If character is fighting in melee unarmed: he performs one melee attack, against a single target he threatens. If he deals damage, the character can immediately initiate a grapple against the target, without provoking AoO. This power can be used a number of times per encounter equal to 1 + Wis modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-removes one usage from other special attacks granted by this +   * Quick Strike: If character is fighting in melee with a light melee weapon: he performs one melee attack, against a single target he threatens. If he deals damage, he gains a second free attack (in the same action) that if it hits deals 50% of normal damage. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (toa minimum of 0 special attacks). 
-power (to a minimum of 0 special attacks). +   * Knockback: If character is fighting in melee with a heavy melee weapon: he performs on melee attack, against a single target he threatens. If he deals damage, the target must make a Fortitude save (DC0 + character’s Str modifier to melee damage + 1/2 Character level) or is knockback 1square. For each additional 5 points the target failed the save, he is pushed back another 1 square. If the target cannot be moved (because he is stuck to the ground or against a wall, for example) he takes 1d6 points of damage for each square it would have moved due to this special attack. This power can be used a number of times per encounter equal to 1 + Str modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-• Power Strike: If character is fighting in melee with a heavy +   * Extended Reach: If character is fighting in melee with a two-handed melee weapon: he performs one melee attack, against a single target he threatens. For this attack, the character threatened area is increased by 1 square. This power can be used a number of times per encounter equal to 1 + Dex modifier (minimum of 1). Using this special attack removes one usage from other special attacks granted by this power (to a minimum of 0 special attacks). 
-melee weapon: he performs one melee attack, against a single +=== Rank 4 === 
-target he threatens. For this attack, add a bonus to damage + This rank does not increase the power’s statistics. Instead, when the character is engaging an enemy in melee, he can attempt to swap positions with his target (provided the target can move to the character’s space without restriction). To do so, he must make a free touch attack against the target. If he hits, he deals no damage but gains a free grapple check. If he wins this grapple, he switches place with the target. This can only be done against targets of the same size, and only a number of times per encounter equal to 1 + Int modifier (minimum of 1). He must spend one free action to use this special attack, but he can use it during the turn of another creature (if he does so, he loses his free action until the end of his next round). He must decide to do so before any attack roll against him is resolved. If he succeeds on usingit, the first attack roll made against him is instead made against the target of this special attack and further attacks must take into account the 5 ft he moved with this ability and the character’s new position. 
-equal to this power’s rank. This power can be used a number +=== Rank 5 === 
-of times per encounter equal to 1 + Str modifier (minimum + This power gains one of the following upgrades: 
-of 1). Using this special attack removes one usage from other +
-special attacks granted by this power (to a minimum of 0 +
-special attacks). +
-• Spinning Strike: If character is fighting in melee with a +
-two-handed melee weapon: he performs on melee attack, +
-against each target he threatens. Roll for each target +
-separately. This power can be used a number of times per +
-encounter equal to 1 + Dex modifier (minimum of 1). Using +
-this special attack removes one usage from other special +
-attacks granted by this power (to a minimum of 0 special +
-attacks). +
-Rank 2This rank does not increase the power’s statistics. +
-Instead, it increases the melee damage the character deals, +
-with a melee attack, by 1. It also increases the character’s +
-Defense by 1 when he is engaging an enemy in melee. +
-This is a permanent bonus. +
-Rank 3This power has the following statistics+
-• Improved Grab: If character is fighting in melee +
-unarmed: he performs one melee attack, against a +
-single target he threatens. If he deals damage, the +
-character can immediately initiate a grapple against +
-the target, without provoking AoO. This power can +
-be used a number of times per encounter equal to +
-1 + Wis modifier (minimum of 1). Using this special +
-attack removes one usage from other special attacks +
-granted by this power (to a minimum of 0 special +
-attacks). +
-• Quick Strike: If character is fighting in melee +
-with a light melee weapon: he performs one melee +
-attack, against a single target he threatens. If he +
-deals damage, he gains a second free attack (in +
-the same action) that if it hits deals 50% of normal +
-damage. This power can be used a number of times +
-per encounter equal to 1 + Dex modifier (minimum +
-of 1). Using this special attack removes one usage +
-from other special attacks granted by this power (to +
-minimum of 0 special attacks). +
-• Knockback: If character is fighting in melee with +
-a heavy melee weapon: he performs on melee +
-attack, against a single target he threatens. If he deals +
-damage, the target must make a Fortitude save (DC +
-10 + character’s Str modifier to melee damage + 1/2 +
-Character level) or is knockback 5 ft. For each additional +
-5 points the target failed the save, he is pushed back +
-another 5 ft. If the target cannot +
-be moved (because he is stuck to +
-the ground or against a wall, for +
-example) he takes 1d6 points of +
-damage for each 5 ft it would have +
-moved due to this special attack. +
-This power can be used a number +
-of times per encounter equal to +
-1 + Str modifier (minimum of 1). +
-Using this special attack removes +
-one usage from other special +
-attacks granted by this power (to +
-a minimum of 0 special attacks). +
-• Extended Reach: If character +
-is fighting in melee with a two- +
-handed melee weapon: he +
-performs one melee attack, +
-against a single target he +
-threatens. For this attack, the +
-character threatened area is +
-increased by 5 ft. This power +
-can be used a number of times +
-per encounter equal to 1 + Dex +
-modifier (minimum of 1). Using +
-this special attack removes one +
-usage from other special attacks +
-granted by this power (to a minimum of 0 special attacks). +
-Rank 4This rank does not increase the power’s statistics. Instead, +
-when the character is engaging an enemy in melee, he can +
-attempt to swap positions with his target (provided the target +
-can move to the character’s space without restriction). To do so, he +
-must make a free touch attack against the target. If he hits, he deals +
-no damage but gains a free grapple check. If he wins this grapple, +
-he switches place with the target. This can only be done against +
-targets of the same size, and only a number of times per encounter +
-equal to 1 + Int modifier (minimum of 1). +
-He must spend one free action to use this special attack, but he can +
-use it during the turn of another creature (if he does so, he loses his +
-free action until the end of his next round). He must decide to do so +
-before any attack roll against him is resolved. If he succeeds on using +
-it, the first attack roll made against him is instead made against the +
-target of this special attack and further attacks must take into account +
-the 5 ft he moved with this ability and the character’s new position. +
-Rank 5This power gains one of the following upgrades:+
 Extra Special Attacks: Extra Special Attacks:
-• The character gains 1 extra usage of all special attacks granted by +   The character gains 1 extra usage of all special attacks granted by this power. In addition, the character can choose to spend 3 uses of one special attack (thus also removing 3 uses of other special attacks) to gain one extra melee attack action that turn. He must spend 1 free action in order to use this ability.
-this power. In addition, the character can choose to spend 3 uses of +
-one special attack (thus also removing 3 uses of other special attacks) +
-to gain one extra melee attack action that turn. He must spend 1 free +
-action in order to use this ability.+
 Advanced Martial Artist: Advanced Martial Artist:
-• Character gains a bonus to Initiative equal to Int modifier and +   Character gains a bonus to Initiative equal to Int modifier and increase speed by +1 square. This is a permanent bonus. 
-increase speed by +5 ft. This is a permanent bonus. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Advanced Rank 1 Attacks: Advanced Rank 1 Attacks:
-• Stunning Fist now stuns the +    * Stunning Fist now stuns the target that fails the save (stunned targets drop their weapons). 
-target that fails the save (stunned +   * Precise Strike critical threat range bonus increases to 4. 
-targets drop their weapons). +   * Power Strike now adds ×4 this power’s rank as a bonus damage. 
-• Precise Strike critical threat +   * Spinning Strike now an additional +6 bonus to damage in all attacks made.
-range bonus increases to 4. +
-• Power Strike now adds ×2 this +
-power’s rank as a bonus damage. +
-• Spinning Strike now an +
-additional +6 bonus to damage +
-in all attacks made.+
 Advanced Rank 3 Attacks: Advanced Rank 3 Attacks:
-• Targets caught by Improved +   Targets caught by Improved Grab can now be thrown away. To do this, the character must spend 1 action and make a grapple check against the grappled opponent. If he wins, he can send him flying 2 squares in a chosen direction. For each 5 points the character beats the target’s grapple check, he adds 1 square to this distance. If the target cannot be moved (because he is stuck to he ground or against a wall, for example) he takes 1d6 points of damage for each 1 square it would have moved due to this special attack. 
-Grab can now be thrown away. To +   *  The extra attack from Quick Strike now deals 100% normal damage instead of 50%. 
-do this, the character must spend +   * Increase the save DC of Knockback by 4. 
-1 action and make a grapple +   * When the character uses Extended Reach, he adds his Dexterity modifier to attack and damage rolls. In addition, he increases the critical threat range of the Extended Reach attack by 1. 
-check against the grappled + 
-opponent. If he wins, he can +==== Phase Disruptor ==== 
-send him flying 10 ft in a chosen + 
-direction. For each 5 points the +Focus the energy of your shields to fire a high-powered beam at a target from afar. 
-character beats the target’s + 
-grapple check, he adds 5 ft to this +    * Prerequisite: Electronics ranks 
-distance. If the target cannot be +    Target: One target 
-moved (because he is stuck to +    Activation: 1 action 
-the ground or against a wall, for +    Range: Target up to 20 squares away 
-example) he takes 1d6 points of damage for each 5 ft it +    Effect: This power focuses part of the character’s shields into a beam of electric energy that explodes on impact. In order to use this power, some of the character’s Shield HP must be consumed. If the character does not have enough Shield HP to be consumed, this power fails. 
-would have moved due to this special attack. +    * Note: Must have shield HP for this 
-• The extra attack from Quick Strike now deals 100% +
-normal damage instead of 50%. +
-• Increase the save DC of Knockback by 4. +
-• When the character uses Extended Reach, he adds +
-his Dexterity modifier to attack and damage rolls. In +
-addition, he increases the critical threat range of the +
-Extended Reach attack by 1. +
-Phase Disruptor +
-Focus the energy of your shields to fire a high-powered +
-beam at a target from afar. +
-Prerequisite: Electronics ranks +
-Target: One target +
-Activation: 1 action +
-Range: Target up to 100 ft away +
-Effect: This power focuses part of the character’s +
-shields into a beam of electric energy that explodes +
-on impact. In order to use this power, some of the +
-character’s Shield HP must be consumed. If the +
-character does not have enough Shield HP to be +
-consumed, this power fails.+
 Upon hitting the target, this power explodes damaging Upon hitting the target, this power explodes damaging
 nearby enemies. If this power is used to kill frozen nearby enemies. If this power is used to kill frozen
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 explodes and any adjacent creature is immediately explodes and any adjacent creature is immediately
 catches fire (1d6 damage per action). catches fire (1d6 damage per action).
 +
 The character must succeed on a ranged touch attack The character must succeed on a ranged touch attack
 to affect the target. This power can be used a number of to affect the target. This power can be used a number of
 times per encounter equal to Wis modifier +1 (minimum times per encounter equal to Wis modifier +1 (minimum
 of 1). of 1).
 +
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Target takes 4d6 points of damage. Creatures in impact +=== Rank 1 === 
-radius also take that damage. + This power has the following statistics: 
-• Impact radius: 10 ft away from the target. +   * Target takes 6d6 points of damage. Creatures in impact radius also take that damage. 
-• 50% of character’s maximum Shield HP must be consumed +   * Impact radius: 2 squares away from the target. 
-to use this power (rounded down). +   * 50% of character’s maximum Shield HP must be consumed to use this power (rounded down). Minimum on 20 Shield HP
-• Cooldown: 2 actions. +   * Cooldown: 2 actions. 
-Rank 2: This power has the following statistics: +=== Rank 2 === 
-• Target takes 4d6 points of damage. Creatures in impact +Changes
-radius also take that damage. +    Cooldown: 1 action. 
-• Impact radius10 ft away from the target. +=== Rank 3 === 
-• 50% of character’s maximum Shield HP must be consumed to +This power has the following statistics: 
-use this power (rounded down). +   * Target takes 8d6 points of damage. Creatures in impact radius also take that damage. 
-• Cooldown: 1 action. +   *  Impact radius: 3 squares away from the target. 
-• +=== Rank 4 === 
-Rank 3This power has the following statistics: +This power gains one of the following upgrades: 
-• Target takes 5d6 points of damage. Creatures in impact radius +
-also take that damage. +
-• Impact radius: 15 ft away from the target. +
-• 50% of character’s maximum Shield HP must be consumed to use +
-this power (rounded down). +
-• Cooldown: 1 action. +
-Rank 4This power gains one of the following upgrades:+
 Damage: Damage:
-• Increase damage by 1d6.+   Increase damage by 1d6.
 Radius: Radius:
-• Increase impact radius by 10 ft. +   Increase impact radius by 2 squares 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Knockdown: Knockdown:
-• Unprotected enemies are sent prone when damaged by this power.+   Unprotected enemies are sent prone when damaged by this power.
 Efficient Blast: Efficient Blast:
-• Only 25% of character’s maximum Shield HP are consumed to use +  * Only 25% of character’s maximum Shield HP are consumed to use this power (rounded down). Minimum on 10 Shield HP
-this power (rounded down). +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Plating Damage: Plating Damage:
-• Increase damage done to Plating HP by 50%.+   *  Increase damage done to Plating HP by 50%.
 Shield/Barrier Damage: Shield/Barrier Damage:
-• Increase damage done to Shield HP, Barrier Shields or other +   Increase damage done to Shield HP, Barrier Shields or other biotic Barrier type powers by 50%. 
-biotic Barrier type powers by 50%. + 
-Overkill+==== Overkill ====
 Increase skill with assault rifles. Increase skill with assault rifles.
-Prerequisite: BAB +0, proficiency with Assault Rifles. + 
-Activation: 1 Free Action +     Prerequisite: BAB +0, proficiency with Assault Rifles. 
-Effect: Increase character’s skill with assault rifles. This power +     * Activation: 1 Free Action 
-can be used a number of times per encounter equal to Wis +      Effect: Increase character’s skill with assault rifles. This power can be used a number of times per encounter equal to Wis modifier +1 (minimum of 1). 
-modifier +1 (minimum of 1).+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Halve the recoil penalty of assault rifles (rounded +=== Rank 1 === 
-normally), wielded by the character, while this power is +This power has the following statistics: 
-active. +   * Halve the recoil penalty of assault rifles (rounded normally), wielded by the character, while this power is active. 
-• Lasts for 2 actions. +   * Lasts for 2 actions. 
-• Cooldown: 4 actions. +   * Cooldown: 4 actions. 
-Rank 2: This power has the following statistics: +=== Rank 2 === 
-• Halve the recoil penalty of assault rifles (rounded +Changes
-normally), wielded by the character, while this power is +    Cooldown: 3 actions. 
-active. +=== Rank 3 === 
-• Lasts for 2 actions. +Changes;
-• Cooldown: 3 actions. +
-Rank 3: This power has the following statistics: +
-• Halve the recoil penalty of assault rifles (rounded +
-normally), wielded by the character, while this power +
-is active.+
 • Lasts for 3 actions. • Lasts for 3 actions.
-• Cooldown: 3 actions. + 
-Rank 4Upon attaining this rank, the critical threat +=== Rank 4 === 
-range of assault rifles, wielded by the character, +Upon attaining this rank, the critical threat range of assault rifles, wielded by the character, is increased by 1 when doing the aim maneuver(this is a permanent bonus). In addition, this power gains one of the following upgrades: 
-is increased by 1 (this is a permanent bonus). In +
-addition, this power gains one of the following +
-upgrades:+
 Faster Reload: Faster Reload:
-• While this power is active, the reload time of +   While this power is active, the reload time of assault rifles wielded by the character is changed to 1 free action.
-assault rifles wielded by the character is changed to +
-1 free action.+
 Duration: Duration:
-• Increase Overkill duration by 1 action. +   Increase Overkill duration by 1 action. 
-Rank 5This power gains one of the following +=== Rank 5 === 
-upgrades:+This power gains one of the following upgrades: 
 Improved Duration: Improved Duration:
-• Increase Overkill duration by 1 action.+   Increase Overkill duration by 1 action.
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action. +   Reduce cooldown by 1 action. 
-Rank 6This power gains one of the following upgrades:+ 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action.+   Reduce cooldown by 1 action.
 Stability Synergy: Stability Synergy:
-• Spend one additional usage of Overkill to reduce the +   Spend one additional usage of Overkill to reduce the base recoil of assault rifles, wielded by the character, to 0.  
-base recoil of assault rifles, wielded by the character, to 0. +   *  Using this ability reduces the duration of Overkill by 1 action. 
-• Using this ability reduces the duration of Overkill by 1 +   * Using this ability increases the cooldown by 1 action. 
-action. + 
-• Using this ability increases the cooldown by 1 action. +==== Shrapnel Grenade ==== 
-Shrapnel Grenade+
 Rip your enemies apart with this shrapnel-packed grenade. Rip your enemies apart with this shrapnel-packed grenade.
-Prerequisite: Repair 2 ranks + 
-Activation: None. Character can choose to use this power +   Prerequisite: Engineering 1 rank 
-when he or she throws a grenade. +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Effect: The character throws a grenade filled with shrapnel to +   * Effect: The character throws a grenade filled with shrapnel to deal greater damage in a larger radius. Unlike other grenades, if a Shrapnel Grenade is thrown directly at a creature, and hits that creature, it explodes immediately. All rules for throwing grenades still apply normally. 
-deal greater damage in a larger radius. Unlike other grenades, if +
-a Shrapnel Grenade is thrown directly at a creature, and hits that +
-creature, it explodes immediately. All rules for throwing grenades +
-still apply normally.+
 In ranks 4, 5 and 6, choose one of two different permanent effects In ranks 4, 5 and 6, choose one of two different permanent effects
 at each rank. at each rank.
-Rank 1This power has the following statistics: + 
-• Grenade deals 4d6 points of damage. +=== Rank 1 === 
-• Radius: 20 ft + This power has the following statistics: 
-Rank 2This rank does not increase the power’s statistics. Instead, it +   * Grenade deals 6d6 points of damage. 
-increases the character’s grenade capacity by 1. This is a permanent +   * Radius: 4 squares 
-bonus. +=== Rank 2 === 
-Rank 3: This power has the following statistics+This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-• Grenade deals 5d6 points of damage. +=== Rank 3 === 
-• Radius: 20 ft +Changes
-Rank 4This power gains one of the following upgrades:+   * Grenade deals 8d6 points of damage. 
 + 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 1d6
 Radius: Radius:
-• Increase radius by 5 ft. +  * Increase radius by 1 square 
-Rank 5This power gains one of the following upgrades:+ 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s grenade +  * This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-carrying capacity by 1.+
 Bleed: Bleed:
-• Organic creatures caught in the blast take 1d6 points of damage +  * Organic creatures caught in the blast take 1d6 points of damage per round until they are healed. 
-per round until they are healed. + 
-Rank 6This power gains one of the following upgrades:+=== Rank 6 === 
 +This power gains one of the following upgrades: 
 Armor-Piercing: Armor-Piercing:
-• Increase damage done to Plating by 2d6.+   Increase damage done to Plating by 3d6.
 Shield Overload: Shield Overload:
-• Increase damage done to Shields by 2d6+   Increase damage done to Shields by 3d6
-Sticky Grenade+ 
 +==== Sticky Grenade ====
 Stick this grenade to your opponent, and the explosion will tear Stick this grenade to your opponent, and the explosion will tear
 apart the target. apart the target.
-Prerequisite: Electronics 2 ranks, able to use one Tech power. + 
-Activation: None. Character can choose to use this power +   Prerequisite: Electronics 1 rank, able to use one Tech power. 
-when he or she throws a grenade. +   * Activation: None. Character can choose to use this power when he or she throws a grenade. 
-Effect: The character throws a grenade filled with super- +   * Effect: The character throws a grenade filled with super-charged particles that work like an adhesive, sticking the grenade to the target. Although the grenade still takes 1 action before exploding, the target is unable to remove it. All rules for throwing grenades still apply normally. 
-charged particles that work like an adhesive, sticking the +
-grenade to the target. Although the grenade still takes 1 +
-action before exploding, the target is unable to remove it. +
-All rules for throwing grenades still apply normally.+
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
-Rank 1This power has the following statistics: + 
-• Grenade deals 5d6 points of damage. +=== Rank 1 === 
-• Radius: 5 ft +This power has the following statistics: 
-Rank 2This rank does not increase the power’s statistics. +   * Grenade deals 7d6 points of damage. 
-Instead, it increases the character’s grenade capacity by +   * Radius: 1square 
-1. This is a permanent bonus. + 
-Rank 3: This power has the following statistics+=== Rank 2 === 
-• Grenade deals 6d6 points of damage. +This rank does not increase the power’s statistics. Instead, it increases the character’s ready grenade capacity by 1. This is a permanent bonus. 
-• Radius: 5 ft + 
-Rank 4This power gains one of the following +=== Rank 3 === 
-upgrades:+Changes
 +   * Grenade deals 9d6 points of damage. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6+   Increase damage by 1d6
 Radius: Radius:
-• Increase radius by 5 ft. +   Increase radius by 1 square 
-Rank 5This power gains one of the following +=== Rank 5 === 
-upgrades:+ This power gains one of the following upgrades: 
 Maximum Grenades: Maximum Grenades:
-• This upgrade permanently increases the character’s +   This upgrade permanently increases the character’s ready grenade carrying capacity by 1.
-grenade carrying capacity by 1.+
 Armor-Piercing: Armor-Piercing:
-• Increase damage done to Plating by 2d6+   Increase damage done to Plating by 3d6.  
-Rank 6This power gains one of the following + 
-upgrades:+=== Rank 6 === 
 + This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d6.+   Increase damage by 1d6.
 Proximity Trap: Proximity Trap:
-• Grenade stays active for 5 actions, instead of just 1, +   *  Grenade stays active for 5 actions, instead of just 1, before exploding. They also explode when an enemy enters its explosion radius. As the name suggests, this is best used as a proximity trap, however it allows the grenade to explode immediately after being glued to a specific creature. 
-before exploding. They also explode when an enemy +   * Increase radius by 1 square 
-enters its explosion radius. As the name suggests, this + 
-is best used as a proximity trap, however it allows the +==== Trip Mine ==== 
-grenade to explode immediately after being glued to a +
-specific creature. +
-• Increase radius by 5 ft. +
-Trip Mine+
 Deploys an explosive mine that triggers when an enemy comes Deploys an explosive mine that triggers when an enemy comes
 within proximity of or crosses a sensor laser. Enemies suffer more within proximity of or crosses a sensor laser. Enemies suffer more
 damage the closer they are to the mine. damage the closer they are to the mine.
-Prerequisite: Repair 6 ranks. + 
-Activation: 1 action, used at the same time as a Power-Cell +   Prerequisite: Engineering 4 ranks. 
-altering its effects. +   * Activation: 1 action, used at the same time as a Grenade altering its effects. 
-Range: The Trip Mine can be placed in a square up to 15 ft away +   * Range: The Trip Mine can be placed in a square up to 3 squares away from the character. 
-from the character. +   * Effect: The character can alter the effects of a Power-Cell to turn it into a mine that explodes when a creature stands on its square or crosses its sensor laser, which is an infrared line of up to 3 squares. Characters in the explosion area are pushed away from the blast 1 square and are sent prone. A Reflex save halves the damage and prevents them from being pushed away and ending up prone. 
-Effect: The character can alter the effects of a Power-Cell to turn +
-it into a mine that explodes when a creature stands on its square +
-or crosses its sensor laser, which is an infrared line of up to 15 +
-ft. Characters in the explosion area are pushed away from the +
-blast 5 ft and are sent prone. A Reflex save halves the damage and +
-prevents them from being pushed away and ending up prone.+
 In ranks 4, 5 and 6, choose one of two different permanent effects In ranks 4, 5 and 6, choose one of two different permanent effects
 at each rank. at each rank.
-Special: This power requires the character to spend a Small- + 
-Capacity Power-Cell. If more advanced Power-Cells are used, the +=== Rank === 
-barricade’s base effects are increased as follows: +This power has the following statistics: 
-Medium-Capacity Power-Cell: Damage is increased by +1d6 and the +   * Proximity radius: square occupied by the mine. 
-save DC by ++   * Laser sensor: 3 square line 
-High-Capacity Power-Cell: Damage is increased by +2d6, the save DC +   * Blast damage: 4d6 
-by +3 and the blast area by +5 ft. +   * Blast radius: 5 squares 
-Emergency Battery Power-Cell: Damage is increased by +3d6, the save +   * Duration: 1 minute, after which the mine defuses without effect and the Power-Cell is lost. 
-DC by +5 and the blast area by +10 ft. +=== Rank 2 === 
-Save: Reflex save prevents the character from being pushed and ending +This rank does not increase the power’s statistics. Insteadit increases the character’s ready grenade capacity by 1. This is a permanent bonus
-up prone; Reflex save halves the damage. DC equals 12 + Repair ranks + 
-divided by 2. +=== Rank 3 === 
-Rank 1: This power has the following statistics: +Changes
-• Proximity radius: square occupied by the mine. +    Blast damage: 6d6 
-• Laser sensor: 15 ft line + 
-• Blast damage: 3d6 +=== Rank 4 === 
-• Blast radius: 25 ft. +This power gains one of the following upgrades: 
-• Duration: 1 minute, after which the mine defuses without effect +
-and the Power-Cell is lost. +
-Rank 2This power has the following statistics+
-• Proximity radius: square occupied by the mine. +
-• Laser sensor: 15 ft line +
-• Blast damage: 4d6 +
-• Blast radius: 25 ft. +
-• Duration: 1 minuteafter which the mine defuses without +
-effect and the Power-Cell is lost. +
-• This power consumes only 1/2 of the Power-Cell, effectively +
-allowing the character to use the same Power-Cell twice to +
-activate this power. However, once the Power-Cell is used to +
-activate Trip Mine once, its normal effects can no longer be +
-used+
-Rank 3: This power has the following statistics: +
-• Proximity radiussquare occupied by the mine. +
-• Laser sensor: 15 ft line +
-• Blast damage: 3d6 +
-• Blast radius: 25 ft. +
-• Duration: 1 minute, after which the mine defuses without +
-effect and the Power-Cell is lost. +
-• This power consumes only 1/2 of the Power-Cell, +
-effectively allowing the character to use the same Power- +
-Cell twice to activate this power. However, once the +
-Power-Cell is used to activate a Trip Mine once, its normal +
-effects can no longer be used. +
-Rank 4This power gains one of the following upgrades:+
 Sensor Range: Sensor Range:
-• Proximity radius increases to a 10 ft side square (mine +   Proximity radius increases to a 2 squares side square (mine must now be placed on an intersection, within 2 squares of the character). 
-must now be placed on an intersection, within 10 ft of +   * Laser sensor increases to a 5 square line. 
-the character). +Camouflage
-• Laser sensor increases to a 25 ft line. +   * The mine is -to detect instead of the normal -4 
-Power Consumption+ 
-• This power consumes only 1/3 of the Power-Cell, +=== Rank 5 === 
-effectively allowing the character to use the same +This power gains one of the following upgrades: 
-Power-Cell three times to activate this power. +
-However, once the Power-Cell is used to activate a +
-Trip Mine once, its normal effects can no longer be +
-used. +
-Rank 5This power gains one of the following +
-upgrades:+
 Damage & Force: Damage & Force:
-• Increases damage dealt by +2d6+   Increases damage dealt by +3d6
-• Save DC increases by +2+   * Save DC increases by +2
 Blast Radius: Blast Radius:
-• Blast radius increases to 35 ft. +   Blast radius increases to 7 squares 
-Rank 6This power gains one of the following + 
-upgrades:+=== Rank 6 === 
 +This power gains one of the following upgrades: 
 Detonator: Detonator:
-• If this power deals damage to a creature that is under +   If this power deals damage to a creature that is under the effect of a power or feature that can be detonated, that power or feature is detonated, dealing 6d6 points of damage to all within 2 squares
-the effect of a power or feature that can be detonated, +
-that power or feature is detonated, dealing 6d6 points +
-of damage to all within 10 ft.+
 EMP: EMP:
-• Creatures that take damage from this mine must make +   Creatures that take damage from this mine must make a Fortitude check with the same DC or are stunned for 1 action. 
-a Fortitude check with the same DC or are stunned for 1 +   * Deals +1d6 damage to creatures with Shield HP or synthetics. 
-action. +
-• Deals +1d6 damage to creatures with Shield HP or +
-synthetics. +
-Unity +
-Combine several skills to heal multiple allies at the same time, +
-bringing them back from unconsciousness and restoring their +
-shields in the process. +
-Prerequisite: Electronics 6 ranks, First Aid 6 ranks, Repair 6 +
-ranks, Knowledge (biology) 3 ranks, must have the Spectre +
-achievement feat +
-Target: Selected allies within range +
-Activation: 1 action +
-Effect: By manipulating the omni-tool in combination with the +
-First Aid Dispenser, the character is able to effectively heal fallen +
-squad members, restoring a portion of their normal HP, of their +
-Shield HP and even bringing them back to consciousness. +
-When using this power, select a number of allies equal to your Int +
-modifier +1, to be targeted by this power and gain its benefits. +
-These allies must be in range of your First Aid Dispenser (so if your +
-First Aid Dispenser can only affect characters within 30 ft, they +
-must be within 30 ft to gain the benefit of this power). Once this +
-power is used, only one Medi-Gel kit is expended and the cooldown +
-of the First Aid Dispenser is activated. +
-This power can be used a number of times per encounter equal to +
-Wisdom modifier +1 (minimum of 1). +
-In ranks 4, 5 and 6, choose one of two different permanent effects at +
-each rank. +
-Rank 1: This power has the following statistics: +
-• Roll First Aid check normally, as if using a First Aid Dispenser. Each +
-of the selected characters gains 30% of the First Aid check (rounded +
-normally). +
-• Selected characters recover 10% of their maximum Shield HP even if +
-their Shield HP have been reduced to 0 (rounded normally). +
-Rank 2: This power has the following statistics: +
-• Roll First Aid check normally, as if using a First Aid Dispenser. Each +
-of the selected characters gains 45% of the First Aid check (rounded +
-normally). +
-• Selected characters recover 20% of their maximum Shield HP even +
-if their Shield HP have been reduced to 0 (rounded normally) +
-Rank 3: This power has the following statistics: +
-• Roll First Aid check normally, as if using a First Aid Dispenser. +
-Each of the selected characters gains 60% of the First Aid check +
-(rounded normally). +
-• Selected characters recover 30% of their maximum Shield HP +
-even if their Shield HP have been reduced to 0 (rounded normally). +
-Rank 4: Upon attaining this rank, this power gains one of the +
-following upgrades: +
-Adrenaline Boost: +
-• Selected characters also gain a +1 bonus on all attack rolls, +
-skill checks and ability checks until the end of the encounter (if +
-they are affected by this power multiple times, the effects do +
-not stack). +
-Painkillers: +
-• Selected characters have their DR increased by 1 until the +
-end of the encounter (if they are affected by this power +
-multiple times, the effects do not stack). +
-Rank 5: This power gains one of the following upgrades: +
-Healing Surge: +
-Increase amount of HP healed by 15%. +
-Shield Restoration: +
-• Increase amount of Shield HP recovered by 10%. +
-Rank 6: This power gains one of the following upgrades: +
-Greater Healing: +
-• Increase amount of HP healed by 25%. +
-Shield Hardening: +
-• Increase amount of Shield HP recovered by 10%. +
-• Selected characters have their Shield DR increased by +
-1 until the end of the encounter (if they are affected by +
-this power multiple times, the effects do not stack).+
  
srb/combat_specialization.1591923274.txt.gz · Last modified: 2020/06/11 17:54 by weby