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srb:tech_specialization [2020/04/26 12:31]
weby
srb:tech_specialization [2020/07/22 10:04] (current)
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 The sentinel also recovers biotic points with the same recovery action. The sentinel also recovers biotic points with the same recovery action.
- 
-FIXME complete table 
  
 ===== Tech Specializations/powers table===== ===== Tech Specializations/powers table=====
Line 86: Line 84:
 |Disruptor| Target cannot use Tech or Biotic powers| Life Science 3 ranks| |Disruptor| Target cannot use Tech or Biotic powers| Life Science 3 ranks|
 |Energy Drain| Drain target’s Shield HP to recover your own| Electronics 7 ranks, Physical Science 7 ranks, Computers 7 ranks| |Energy Drain| Drain target’s Shield HP to recover your own| Electronics 7 ranks, Physical Science 7 ranks, Computers 7 ranks|
-|Incinerate|Launch a blast that sets target on fire Electronics| 1 rank| Invasion Infect enemies with a virulent VI that disrupts their shields, armors and weapons |Electronics 3 ranks, Computers 3 ranks, Engineering 3 ranks|+|Incinerate|Launch a blast that sets target on fire| Electronics 1 rank
 +|InvasionInfect enemies with a virulent VI that disrupts their shields, armors and weapons |Electronics 3 ranks, Computers 3 ranks, Engineering 3 ranks|
 |Neural Shock| Paralyze the target |Medicine 3 ranks, Life sciences 3 ranks| |Neural Shock| Paralyze the target |Medicine 3 ranks, Life sciences 3 ranks|
 |Overload| Deal damage to Shield HP, synthetics or mechs| Electronics 1 rank| |Overload| Deal damage to Shield HP, synthetics or mechs| Electronics 1 rank|
Line 95: Line 94:
 |Tactical Cloak|Become invisible for a short period of time|Electronics 2 ranks, Infiltrator class| |Tactical Cloak|Become invisible for a short period of time|Electronics 2 ranks, Infiltrator class|
 |Team Support| Improve defenses of whole squad|Computers 2 ranks, Electronics 2 ranks, Profession(Soldier) 1 rank, Engineer 2 ranks| |Team Support| Improve defenses of whole squad|Computers 2 ranks, Electronics 2 ranks, Profession(Soldier) 1 rank, Engineer 2 ranks|
-|Tech Armor| Create a protective armor| Electronics 1 rank|Sentinel class |+|Tech Armor| Create a protective armor| Electronics 1 rank,Sentinel class |
  
 ===== Tech Specializations/powers descriptions===== ===== Tech Specializations/powers descriptions=====
  
-FIXME add descriptions+==== Adhesive Mine ==== 
 + 
 +Deploy a small tech-mine that explodes into a sticky substance 
 +when enemies are near. 
 +   * Prerequisite: Electronics 2 ranks, ability to use Cryo Blast 
 +   * Target: Creatures in area 
 +   * Activation: 1 action 
 +   * Range: Target area up to 12 squares away. 
 +   * Effect: By manipulating the omni-tool, the character can create a mine filled with super-cooled subatomic particles altered to cover large flat surfaces once the mine is triggered. 
 +   * An Adhesive Mine is always placed in a square. 
 +   * Cooldown: 2 actions 
 +   * Requires a can of chillants(takes a grenade slot) 
 + 
 +Anyone, identified as enemy by the character’s IFF, 
 +passing the through the square triggers the mine, 
 +which projects a huge blast of super-cooled subatomic 
 +particles. Those particles, however, are launched in a 
 +spray very close to ground level, snap-freezing it in a 
 +4 square radius of the mine. Creatures passing through 
 +the frozen area must make Balance checks to move. 
 +Success allows the creature to move at half speed. 
 +Failing for 4 or less means the creature cannot move. 
 +Failing by 5 or more means the creature slips in the 
 + 
 +frozen surface and falls to prone on the ground (an action with 
 +a Balance DC 15 is required get up). Creatures can still move 
 +while prone without penalty. 
 + 
 +This spray does not affect creatures. It also only affects one 
 +surface, so if the mine is placed on the ground it does not affect 
 +the walls, nor does it affect any sort of apparatus or furniture 
 +within the radius. 
 + 
 +Only 3 Adhesive Mines can be places by the same character at the 
 +same time. They last 1 minute when not triggered. 
 + 
 +If the character doesn’t have enough tech points upon the time 
 +when the mine would be activated, then the mine doesn’t trigger 
 +at all, remaining in place until it is triggered again and there are 
 +enough tech points for it to activate. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects 
 +at each rank. 
 + 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Balance check DC 10 + Electronics ranks divided by 2 + Int modifier. 
 +    Freeze lasts for 2 actions. 
 +    Cost: 1 tech point to activate. 
 +=== Rank 2 === 
 +Changes: 
 + This power has the following statistics: 
 +   * Balance check DC 11 + Electronics ranks divided by 2 + Int modifier. 
 +    Cooldown reduced to 1 action. 
 +    Cost: 2 tech points to activate. 
 +=== Rank 3 === 
 +Changes: 
 +    Balance check DC 12 + Electronics ranks divided by 2 + Int modifier. 
 +    Freeze lasts for 3 actions. 
 +=== Rank 4 === 
 +Changes: 
 +    Balance check DC 13 + Electronics ranks divided by 2 + Int modifier. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Detection Radius: 
 +    Mine now triggers if enemies pass through squares adjacent to the square the mine occupies.  
 +Smooth Surface: 
 +   * Increase Balance DC by 1. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Smooth Surface: 
 +    Increase Balance DC by 2. 
 +    Increase cost by 1 tech point. 
 +Duration: 
 +    Increase duration by 1 action. 
 +    Increase cost by 1 tech point. 
 + 
 +==== AI Hacking ==== 
 + 
 +Hack an enemy synthetic or mech and have it fight for you. 
 +    * Prerequisite: Computers 1 ranks 
 +   * Target: Targets in the area 
 +   * Activation: 1 action 
 +   * Range: Target up to 12 squares away. 
 +   * Effect: This tech power turns enemy synthetic or mechs into allies that fights for the character during an amount of time. The effects of this power are immediately recognized by the Identify Friend/Foe systems (IFF) of other synthetics, mechs and vehicles, which immediately alerts them for the change of behavior of the hacked target. The creatures affected by this power do not need to remain in the area. Once affected, they are only released from this power after its duration lasts, no matter how far they move.  
 +   * No ranged touch attack is required. 
 +   * Save: Will save negates. DC equals 10 + computer ranks divided by 2 + Int modifier. 
 +   * Cooldown: 4 actions 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Lasts for 3 actions. 
 +    Area Radius: 1 square 
 +    Cost: 2 tech point to activate. 
 +=== Rank 2 === 
 +Changes: 
 +    * Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes: 
 +   * Lasts for 3 actions. 
 +   * Area Radius: 2 squares 
 +   * Cost: 3 tech point to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase duration by 1 action. 
 +Radius: 
 +   * Increase area radius by 1 square 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Explosive Hack: 
 +   * If affected targets are destroyed, while this power last, they deal 4d6 points of damage to any creature within 2 squares 
 +   * Increase cost by 1 tech point. 
 +Recharge: 
 +  * Decrease cooldown by 1 action. 
 +  * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 +Berserk: 
 +   * Affected creatures move 2 squares faster and have their recoil penalty reduced by 2. 
 +   * Increase cost by 1 tech point. 
 +Tech Vulnerability: 
 +  * Affected creatures take a -5 penalty on saves against Tech powers and take additional 2d6 points of damage from Tech powers that deal damage. 
 +  * Increase cost by 1 tech point. 
 +==== Combat Drone ==== 
 + 
 +Create a solid holographic sphere to attack your enemies. 
 +   * Prerequisite: Electronics 4 ranks, Engineer 
 +   * Activation: 1 action 
 +   * Effect: This power summons forth a Combat Drone that fights for the character. No more than one Combat Drone can be active at any given time. After the drone is destroyed or disappears, the character suffers a blowback that messes up his computers and omnitool, imposing the cooldown time of this power. The drone remains active until destroyed or until the end of the encounter. The drone never goes beyond 29 squares away from the character and performs no  other actions than attacking the character’s enemies.  
 +   * Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed. 
 +   * Requires a microdrone 
 + 
 +If the character manages to move away 
 +from the drone, increasing the distance between 
 +each beyond 20 squares, the drone stops any action and 
 +starts moving towards the character. If the drone is 
 +not within 20 squares of the character, it does not attack. 
 + 
 +Combat Drones are not mechs nor synthetics, so they 
 +cannot be targeted by any power that specifically 
 +targets those types of creatures. Combat Drones only 
 +have Shields and their attack does not have any form 
 +of range increment so they can only attack targets that 
 +are up to their maximum range from them. 
 + 
 +The drones have 2 actions per turn, that take place in 
 +the character’s turn, but only one of those can be used 
 +to attack. They are completely independent from the 
 +character and are unable to receive orders from the 
 +character, always attacking the nearest enemy. However, 
 +the drone’s limited VI is intelligent enough to move 
 +around the battlefield, taking advantage of it and always 
 +trying to remove the enemy’s cover benefits. 
 + 
 +The Drone appears in a designated square that cannot be 
 +more than 2 squares away from the character. 
 + 
 +When ranks 4, 5 and 6 are attained, the character must 
 +choose one of two different permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Drone has a Defense of 15. 
 +   * Drone has 30 Shield HP. 
 +   * Drone has an attack range of 4 squares 
 +   * Drone has an attack bonus equal to character’s Int modifier × 2. 
 +   * Drone deals 3d6 damage per attack. 
 +   * Drone can move at a speed of 4 squares 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Drone has a Defense of 17. 
 +   * Drone has 50 Shield HP. 
 +   * Cooldown is reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes: 
 +   * Drone has 60 Shield HP. 
 +   * Drone deals 4d6 damage per attack. 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Shield & Attack: 
 +  * Increase Drone’s Shield HP by 10 and Defense by +2. 
 +  * Increase Drone’s damage by 1d6. 
 +  * Increase Drone’s attack range by 2 squares 
 +  * Drone’s attack is increased by Int modifier × 1. 
 +Detonate: 
 +  * When destroyed, the drone explodes dealing 4d8 damage to every creature in a 20 ft radius.  
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Shock: 
 +  * The drone’s attack now daze the target for 1 action. The target can save (DC 15 + character’s Int modifier) to avoid the daze effect. 
 +  * Drone’s attack now affects enemies adjacent to the target. 
 +  * Increase cost by 1 tech point. 
 +Shield & Damage: 
 +  * Increase drone’s Shield HP by 20 and Defense by +2. 
 +  * Increase drone’s damage by 1d6. 
 +  * Drone’s attack is increased by Int modifier × 1. 
 +  * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Rockets: 
 +  * The drone’s attacks become rocket-like attack. 
 +  * Increase drone’s attack range by 4 squares 
 +  * Increase drone’s damage by 1d6. 
 +  * Damage is also dealt to any creature adjacent to the target. 
 +  * Drone’s attack is increased by Int modifier × 1. 
 +  * Increase cost by 1 tech point. 
 +Chain Lightning: 
 +   * The drone’s attack can now hit 3 additional targets. Each target cannot be more than 4 squares away from another. 
 +   * Drone’s attack is increased by Int modifier × 1. 
 +   * Increase cost by 1 tech point. 
 +==== Cryo Blast ==== 
 + 
 +Launch a blast of super-cooled particles to freeze 
 +and damage a target. 
 +   * Prerequisite: Electronics 3 ranks 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target must be up to 12 squares away 
 +   * Effect: When activated, the user’s fire a mass of super-cooled subatomic particles capable of snap-freezing the target and chill those near it.  
 +   * The frozen target also falls prone if his last action, before being hit by this tech power, was to move.  
 +   * Chilled targets can still move but have their movement reduced. 
 +   * Cooldown: 4 actions 
 +   * Save: Fortitude save negates. DC equals 10 + Electronics ranks divided by 2 + Int modifier. 
 +   * Requires a can of coolant 
 + 
 +The character must succeed on a ranged touch attack to 
 +affect the target. This power affects only enemies, and they 
 +can save to avoid the power’s effects. Success on the save, 
 +however, chills the target. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Duration of freeze and chill: 1 action. 
 +   * Chilled character’s speed is reduced by 1 squares 
 +   * Radius: target is frozen, adjacent creatures are chilled. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes 
 +   * Chilled character’s speed is reduced by 2 squares 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Duration: 
 +    Increase duration by 1 action. 
 +    Increase cost by 1 tech point. 
 +Radius: 
 +    Enemies up to 2 squares away from the target are chilled. 
 +    Increase cost by 1 tech point. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Speed Reduction: 
 +    Increase speed reduction by 1 square 
 +Cryo Explosion: 
 +    Creatures frozen or chilled by this power have their armor DR reduced by 2. 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +    Reduce cooldown by 1 action. 
 +    Increase cost by 1 tech point. 
 +Frozen Vulnerability: 
 +    Creatures frozen or chilled by this power have their armor DR reduced by 2. 
 +    Characters with Plating take 1 additional damage per shot made against them. 
 +    Increase cost by 1 biotic point. 
 + 
 +==== Disruptor ==== 
 + 
 +Disrupt target’s tech and biotic abilities. 
 +   * Prerequisite: Life Science 3 ranks 
 +   * Target: Targets in area 
 +   * Activation: 1 action 
 +   * Range: Area up to 12 squares away 
 +   * Effect: This power is extremely useful for battlefield control because it not only dazes creatures in the target area but also negates them the ability to use Tech and Biotic powers for a short time.  
 +   * Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics check with a DC equal to save DC to reboot the systems of their tools and armors to remove the effects of this power. 
 +   * Cooldown: 7 actions 
 +   * Save: Will save negates the daze effect. DC equals 10 + Life Science ranks divided by 2 + Int modifier. 
 + 
 +The character must succeed on a ranged touch attack to 
 +affect the target. This power targets only enemies in the 
 +area. Targets can save to negate the stunning effect. 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Area affected: 2 square radius. 
 +   * Duration: 3 actions. 
 +   * Dazes for 1 action. 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 2 === 
 +Changes 
 +   * Cooldown reduced to 6 actions. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   * Area affected: 3 square radius. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Duration: 
 +  * Increase duration by 1 action. 
 +  * Increase cost by 1 tech point. 
 +Radius: 
 +  * Increase affected area radius by 1 square 
 +  * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Stronger Disruption: 
 +  * Increase daze duration by 1 action. 
 +  * Increase DC by 1. 
 +  * Increase cost by 1 tech point. 
 +Recharge: 
 +  * Reduce cooldown by 1 action. 
 +  * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Area & Duration: 
 +  * Increase duration by 1 action. 
 +  * Increase affected area radius by 1 square 
 +  * Increase cost by 1 tech point. 
 +Recharge Speed: 
 +  * Reduce cooldown by 1 action. 
 +  * Increase cost by 1 tech point. 
 +==== Energy Drain ==== 
 + 
 +Drain energy from the target’s shields and add it to your own. 
 +   * Prerequisite:  
 +   * Target: Enemies in area 
 +   * Activation: 1 action 
 +   * Range: Target up to 12 squares away. 
 +   * Effect: Energy Drain saps enemies’ kinetic barrier power to boost the character’s shields, while affecting all around the target. Synthetics/mechs in the area without Shield HP take the same amount of damage but the character does not gain any Shield HP from them. 
 +   * Cooldown: 3 actions 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 
 + 
 +No ranged attack is required. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Area affected: square radius centered on the target. 
 +   * Damage dealt to Shields: 6d6. 
 +   * Character gains: 50% of damage dealt as Shield HP. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes 
 +   * Cooldown reduced to 2 actions. 
 + 
 +=== Rank 3 === 
 +Changes 
 +   * Damage dealt to Shields: 8d6. 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Damage: 
 +    Increase damage by 1d6. 
 +   * Increase cost by 1 tech point. 
 +Radius: 
 +   * Increase affected area radius by 5 ft. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Drain: 
 +  * Character gains 100% of damage dealt Shields as Shield HP. 
 +Multiple Targets: 
 +  * Affects two targets within range, applying this powers effects to them. 
 +=== Rank 6 === 
 +This power gains one of the following 
 +upgrades: 
 + 
 +Improved Damage: 
 +  * Increase damage by 2d6. 
 +  * Increase cost by 1 tech point. 
 +Strengthen Shield: 
 +  * After gaining Shield HP with this power, the character also gains DR 1 that applies for attacks made against the character’s shields. 
 +  * The DR provided lasts for 5 actions. 
 +  * Multiple uses do not stack but they reset the duration of the DR. 
 +  * Increase cost by 1 tech point. 
 +==== Incinerate ==== 
 + 
 +Launch a blast of high-explosive plasma towards a target. 
 +   * Prerequisite: Electronics 3 ranks 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target must be within 12 squares 
 +   * Effect: A high-explosive plasma round fired from the that inflicts damage over time to the target and those near it.  
 +   * Burning duration lasts a number of actions equal to this power’s rank. 
 +   * The character must succeed on a ranged touch attack to affect the target. Affected creatures can put out the flames normally by spending one action (they do not take damage during the action they spend putting out the flames) 
 +   * If this power is used to kill frozen targets, the target explodes and any adjacent creature is immediately frozen for 1 action. 
 +   * Cooldown: 4 actions 
 +   * Requires a can of volatiles like camping gas 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Damage dealt: 4d6 + 2d6 per action while in flames. 
 +   * Damage dealt to Plating: +50%. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Cooldown reduced to 3 actions. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   * Damage dealt: 5d6 + 2d6 per action while in flames. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * Increase damage by 2d6. 
 +   * Increase cost by 1 tech point. 
 +Radius: 
 +   * This power now affects any creature adjacent to the target. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Burning Damage: 
 +   * Increase damage taken for each action spend while burning by 2d6. 
 +   * Increase cost by 1 tech point. 
 +Recharge Speed: 
 +   * Reduce cooldown by 1 action. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Freeze Combo: 
 +   * Frozen or chilled targets take double damage from this power. 
 +   * Increase cost by 1 tech point. 
 +Armor Damage: 
 +   * This power now deals 100% damage to Plating instead of 50%. 
 +   * Increase cost by 1 tech point. 
 +==== Invasion ==== 
 +Infects opponents with an invasive VI controlled machine swarm that 
 +weakens defenses. 
 +    * Prerequisite: Electronics 3 ranks, Computers 3 ranks, Engineering 3 ranks 
 +    * Target: Area 
 +    * Activation: 1 action 
 +    * Range: Target area must be within 12 squares 
 +    * Effect: This infects the armor and weapons of creatures in the area. The virus affects disrupts weapon’s targeting systems and counteracts the armor’s shield generators. 
 +    * Cooldown: 8 actions 
 +    * Note: Not very useful at start as most enemies will not have shields or targeting systems in weapons. 
 + 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +    *  Affected creatures have their Shield HP DR reduced by 2. If this would bring their Shield HP DR below 0, then they suffer an additional damage, from any source and shot that damages their Shield HP, equal to the negative amount of the Shield HP DR. 
 +    *  Affected creatures suffer a -1 penalty to attack when using pistols, submachine guns, shotguns, assault rifles, sniper rifles and a -1 penalty to all Heavy Weapons checks when using heavy weapons if their weapon incorporates targeting systems. 
 +    *  Area radius: 2 squares 
 +    *  Effect lasts for 5 actions. 
 +    *  Cost: 4 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +    * Cooldown is reduced to 7 actions. 
 +=== Rank 3 === 
 +Changes: 
 +    *  Area radius: 3 squares 
 +    *  Effect lasts for 7 actions. 
 +    *  Cost: 5 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +    *  Reduce cooldown by 2 actions. 
 +    *  Increase cost by 1 tech point. 
 +Outbreak: 
 +    *  Increases area radius by +2 squares 
 +    *  Increases duration by 1 action. 
 +    *  Increase cost by 1 tech point. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Epidemic: 
 +    *  Increases area radius by 3 squares 
 +    *  Increases duration by 1 action. 
 +    *  Increases cost by 2 tech points. 
 +Weaken: 
 +    *  Increases the penalty to attack rolls and Heavy Weapons checks to -2 
 +    *  Affected creatures also suffer a -2 penalty to Fortitude and Reflex saves. 
 +    *  Increases cost by 1 tech points. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Virulence: 
 +    *  Increases the Shield HP DR reduction to 4. 
 +    *  Increases cost by 2 tech points 
 +Sabotage: 
 +    *  Affected creatures suffer a -2 penalty on all damage rolls made with beam/elmag/grav pistols, submachine guns, assault rifles, shotguns, sniper rifles and heavy weapons (not multiplied on a critical hit) 
 +    *  Increases cost by 2 tech points. 
 + 
 +==== Neural Shock ==== 
 +Paralyze target organic creature. 
 +   * Prerequisite: Medicine 3 ranks, Life sciences 3 ranks 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target up to 12 squares away 
 +   * Effect: Neural Shock paralyzes organic enemies for a brief amount of time. The target can make a Fortitude save to resist the effect when it hits.  
 +   * Failing this save paralyzes the target but every action he remains paralyzed he can attempt a Fortitude save to break the effect of this power. 
 +   * The character must succeed on a ranged touch attack to affect the target.  
 +   * Targets under this power’s effect cannot be targeted again while under this power’s effect.  
 +   * Targets with Shields or Plating gain a +5 bonus on the save. 
 +   * Cooldown: 4 actions 
 +   * Save: Will save to initially resist, Will save to break the effects. DC equals 10 + Medicine ranks divided by 2 + Int modifier. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects 
 +at each rank. 
 + 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Duration of paralysis: 1 action. 
 +    Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +    Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes: 
 +  * Duration of paralysis: 2 actions. 
 +  * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase paralysis duration by 1 action. 
 +   * Increase cost by 1 tech point. 
 +Radius: 
 +   * This power now affects enemies adjacent to the target. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Lingering Shock: 
 +  * Affected creatures become shaken for 2 actions after this power’s effects end. 
 +  * Increase cost by 1 tech point. 
 +Recharge Speed: 
 +  * Reduce cooldown by 1 action. 
 +  * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Improved Duration: 
 +  * Increase paralysis duration by 1 action. 
 +  * Increase cost by 1 tech point. 
 +Brain Damage: 
 +  * Affected creatures receive a -1 penalty to Defense, attack rolls, saving throws, skill checks and ability checks. This penalty is recovered once they make a successful rest. 
 +  * Increase cost by 1 tech point. 
 +==== Overload ==== 
 + 
 +Make a system overload to shut it down or burn it 
 +  * Prerequisite: Electronics 1 rank 
 +  * Target: One target 
 +  * Activation: 1 action 
 +  * Range: Target up to 12 squares away. 
 +  * Effect: Overload blasts enemies and shuts down an enemy’s shields, rendering them vulnerable to attack.  
 +  * Affected synthetics or mechs are stunned for a brief period of time. Effects vary with rank. Affected creatures can attempt a save to negate the stunning effect.  
 +  * It can also be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do. 
 +  * This power deals double damage to shields but little to unprotected organics. It doesn’t deal extra damage to barrier.  
 +  * No ranged touch attack is required. 
 +  * Cooldown: 3 actions 
 +  * Save: Will save negates the stun effect. DC equals 10 + Electronics 
 +  * ranks divided by 2 + Int modifier. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Damage done to Shields HP, synthetics and machines: 3d6. 
 +   * Damage done to organics 1d8. 
 +   * Stunning duration: 1 action. 
 +   * Cost: 1 tech point to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Damage done to Shields HP, synthetics and machines: 4d6. 
 +   * Cooldown reduced to 2 actions. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   * Damage done to Shields HP, synthetics and machines: 6d6. 
 +   * Damage done to organics 1d10. 
 +   * Cost: 2 tech point to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Chain Overload: 
 +   *Hit one additional creature within 3 squares of the target. 
 +Damage: 
 +  * Increase damage to Shields HP, synthetics and machines by 3d6. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Mind Shock: 
 +   * Organic creatures affected by this power must now save to avoid the stunning effect. 
 +   * Increase cost by 1 tech point. 
 +Stunning Synergy: 
 +   * Increase stun duration by 1 action. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Chain Overload: 
 +   * Hit one additional creature within 3 squares of the target. 
 +   * Increase cost by 1 tech point. 
 +Shield Damage: 
 +   * Increase damage done to Shield HP, synthetics and machines by 3d6. 
 +   * Increase cost by 1 tech point. 
 +==== Proximity Mine ==== 
 +Deploy a tech-mine that explodes into flames when 
 +enemies are near. 
 +    * Prerequisite: Electronics 5 ranks 
 +    * Target: Creatures in area 
 +    * Activation: 1 action 
 +    * Range: Target area up to 12 squares away. 
 +    * Effect: The character is capable of placing a mine of highly explosive plasma on a target area. Anyone, identified as enemy by the character’s IFF, passing the through the squares triggers it, making it explode in a larger area and damaging everyone in that area. Creatures affected can attempt a save to halve the damage. 
 +    * Only 3 Proximity Mines can be placed by the same character at the same time. They last 1 minute when not triggered. If the character doesn’t have enough tech points upon the time when the mine would be activated, then the mine doesn’t trigger at all, remaining in place until it is triggered again and there are enough tech points for it to activate. 
 +    * Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier. 
 +    * Cooldown: 2 actions 
 +    * Requires a grenade 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +    *  Area radius that triggers the mine: 1  square 
 +    *  Damage: 6d6. 
 +    *  Blast Radius: 2 squares 
 +    *  Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +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 === 
 +Changes: 
 +    *  Damage: 7d6. 
 +    *  Cost: 3 tech points to activate. 
 +    * Cooldown reduced to 1 action. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +    *  Increase damage by 2d6. 
 +Blast Radius: 
 +    *  Increase blast area radius by 1 square 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Fast Blast: 
 +    *  Increase the save DC by 1. 
 +    *  Increase cost by 1 tech point. 
 +Slow: 
 +    *  Those that fail the save have their speed reduced by 2 squares for 6 actions. 
 +    *  Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +    *  Increase damage by 2d6. 
 +    *  Increase cost by 1 tech point. 
 +Trigger Area & Blast Radius: 
 +    *  Increase the radius of the area that triggers the mine by 1 square. 
 +    *  Increase blast area radius by 1 square 
 +    *  Increase cost by 1 tech point. 
 +==== Sabotage ==== 
 +Overheat the target’s weapons or an explosive container. 
 +   * Prerequisite: Engineering 3 ranks 
 +   * Target: One target 
 +   * Activation: 1 action 
 +   * Range: Target must be within 12 squares 
 +   * Effect: Sabotage is used to stop an enemy from firing at you by overheating the target’s weapons.  
 +   * This only overheats the weapon being used, so if the target has other weapons he can still switch and use them.  
 +   * Certain enemies, however, especially synthetics and mechs, have little variety in firepower.  
 +   * For creatures wielding more than 1 weapon, the character must select which weapon this power affects.  
 +   * The target can save to avoid this power’s effects. 
 +   * Affected targets can spend 1 full round (in which they cannot take damage or the attempt is ruined) and make an Electronics or engineering check with a DC equal to save DC to reboot the systems of their weapons to remove the effects of this power. 
 +   * The character must succeed on a ranged touch attack to affect the target. Like Overload, this power can be used on explosive containers to make them detonate more violently dealing 50% more damage than they usually would do. 
 +   * Save: Will save negates. DC equals 10 + Engineering ranks divided by 2 + Int modifier. 
 +   * Cooldown: 4 actions 
 +   * Requires a can of grit 
 + 
 +In ranks 4, 5 and 6, choose one of two different 
 +permanent effects at each rank. 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Duration: 1 action. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Cooldown reduced to 3 actions. 
 +=== Rank 3 === 
 +Changes 
 +   * Duration: 2 actions. 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase duration by 1 action. 
 +   * Increase cost by 1 tech point. 
 +Radius: 
 +   * This power now affects enemies adjacent to the target. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +   * Reduce cooldown by 1 action. 
 +   * Increase cost by 1 tech point. 
 +Full Sabotage: 
 +   * This power now affects all of the target’s weapons. 
 +   * Reduce duration by 1 action. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Damage: 
 +   * This power now deals 4d6 points of damage to Shield HP, synthetics and mechs. 
 +   * Increase cost by 1 tech point. 
 +Improved Duration: 
 +   * Increase duration by 1 action. 
 +   * Increase cost by 1 tech point 
 + 
 +==== Sentry Turret ==== 
 + 
 +Deploy a small turret that attacks enemies. 
 +   * Prerequisite: Electronics 3 ranks, Engineer class 
 +   * Activation: 1 action 
 +   * Range: Turret must be placed within 4 squares 
 +   * Effect: This power allows the character to send a small device that turns itself into a turret.  
 +   * This turret fires blasts of energy against an enemy within range, at a rate of 1 blast per action.  
 +   * Like a Combat Drone, the turret also possesses 2 actions, however it cannot move so it can spend its two actions attacking. 
 +   * The character must deploy the turret in a square up to 4 squares away.  
 +   * Also like the Combat Drone, it cannot be at a distance higher than 20 squares from the character.  
 +   * Since it cannot move, if the character moves more than 20 squares from the turret, the Sentry Turret is destroyed. 
 +   * The turret lasts until destroyed, until the end of the encounter or until the character deploys another. 
 +   * Cooldown: 4 actions 
 +   * Requires a turret core. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +    Turret has a Defense of 10. 
 +    Turret has 60 Shield HP. 
 +    Turret has an attack range of 10 squares 
 +    Turret has an attack bonus equal to character’s Int modifier × 2. 
 +    Turret deals 2d6 damage per attack. 
 +    Cost: 1 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +    Turret has 70 Shield HP. 
 +    Reduce cooldown to 3 actions. 
 +=== Rank 3 === 
 +Changes 
 +   * Turret has 80 Shield HP. 
 +    Turret deals 4d6 damage per attack. 
 +    Cost: 2 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following 
 +upgrades: 
 + 
 +Shield & Damage: 
 +    Increase turret’s shields by 20. 
 +    Increase turret damage by 2d6. 
 +    Turret’s attack is increased by Int modifier × 1. 
 +    Increase cost by 1 tech point. 
 +Shock: 
 +    Turret’s attack now daze the target for 1 action. 
 +    Increase cost by 1 tech point. 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Cryo Ammo: 
 +    Turret’s attack is upgraded with cryo ammo, giving its attack a 30% chance of freezing the target, for 1 action, with a successful attack. 
 +    Increase cost by 1 tech point. 
 +Armor-Piercing Ammo: 
 +    Turret’s attack is upgraded with armor-piercing ammo, dealing extra 4d6 points of damage against Plating. 
 +    Increase cost by 1 tech point. 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 + 
 +Rockets: 
 +    The turret’s attacks become rocket-like attack. 
 +    Increase turret’s attack range by 4 squares 
 +    Increase turret damage by 2d6 
 +    Damage is also dealt to any creature adjacent to the target. 
 +    Turret’s attack is increased by Int modifier × 1. 
 +    Increase cost by 1 tech point. 
 +Flamethrower: 
 +    Turret is upgrades with a close-range flamethrower. 
 +    This flamethrower has a range of only 4 squares 
 +    This flamethrower attacks in a line, affecting all creatures in it, and does not need to make an attack roll against the targets’ Defense 
 +    Creatures affected by the flamethrower catch fire, and can put out the flames normally with one action 
 +    The flamethrower deals 6d6 points of damage. 
 +    Creatures in flames take 1d8 damage per action. 
 +    Increase cost by 1 tech point. 
 +==== Shield Block ==== 
 + 
 +A shimmering field appears in the palm of your hand, emitting a deflector 
 +shield. 
 +   * Prerequisite: Electronics 1 rank, Proficiency with Medium Armor 
 +   * Target: Self (D) 
 +   * Activation: 1 action 
 +   * Maintenance: Equal to cost 
 +   * Effect: This power generates a small but powerful deflector shield that provides some cover or pushes someone back. Sustaining this ability does not count as a hostile action and it does not provoke AoO. However, it increases the cooldown of other abilities and powers, for as long as this power is active. 
 +   * The character may perform melee attacks when using this power, which gain a bonus to damage and can knockback targets.  
 +   * Affected targets can save to resist the knockback effect.  
 +   * Shield block lasts until dismissed. Using this power makes it impossible to recover any Shield HP, in any way, until the power is dismissed. 
 +   * Cooldown: 3 actions after dismissal. 
 +   * Save: Fortitude save negates knockback effect. DC equals 10 +Electronics ranks divided by 2 + Int modifier. 
 +   
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 + 
 +Note: Using this power occupies one 
 +hand in order to sustain it, meaning that when using this 
 +power the character is unable to perform tasks that require 
 +two hands and can only wield a melee weapon, a pistol or a 
 +sub-machinegun. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +  * Character gains +1 cover bonus for the duration of this power. 
 +  * Melee bonus damage: +1d8. This damage is multiplied on critical hits. 
 +  * On a successful melee strike: 1 square knockback 
 +  * Cooldown of other powers is increased by 2 actions. 
 +  * Power occupies one hand in order to be activated and sustained. 
 +  * Cost: 2 Tech Points 
 +=== Rank 2 === 
 +Changes 
 +  * Character gains +2 cover bonus for the duration of this power. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   * Melee bonus damage: +3d6. Damage is multiplied on critical hits. 
 +   * Cost: 3 Tech Points 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Resilient: 
 +   * Increase Cover bonus, provided by this power, by 1. 
 +   * Increase Shield DR by 2 
 +   * Increase Tech Point Cost by 1 
 +Unobstructive: 
 +  * Cooldown penalty reduced by 1 
 +  * Power no longer occupies one hand to be activated or sustained. 
 +  * Increase Tech Point Cost by 1 
 +=== Rank 5 === 
 + This power gains one of the following upgrades: 
 + 
 +Advanced Protection: 
 +   * Increase Cover bonus, provided by this power, by 1. 
 +   * Increase Shield DR by 2 
 +Repulsive: 
 +   * Melee bonus damage increases to +4d6. This damage is multiplied on critical hits. 
 +   * On a successful melee strike: 2 square knockback 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Regenerative: 
 +   * While this power is active, the repulsion field takes less of a toll on the armor’s systems and diverts power to shields to slowly regenerate the character’s shields at the rate of 2 point per action. 
 +   * Increase Tech Point Cost by 1 
 +Extended Guard: 
 +   * If the character is occupying a square where they are adjacent to a creature targeted by weapons fire or a power, the character may choose to incur a -2 penalty to his Defense until the start of their next turn to provide a +2 bonus to that creature’s Defense. This counts as a reaction ability, thus this ability cannot be used more than once per round, but it can be used even if it is not the character’s turn. 
 +   * Increase cost by 1 Tech point. 
 +==== Tactical Cloak ==== 
 + 
 +Become invisible for a short period of time. 
 +   * Prerequisite: Electronics 2 ranks, Infiltrator class 
 +   * Target: Self (D) 
 +   * Activation: 1 action 
 +   * Effect: Tactical Cloak is a tech power available to Infiltrators. When activated, it instantly renders the character almost invisible to all enemies and optic senses, making targets flat-footed against his attacks. 
 +   * The character gains a +10 bonus to Hide checks, and while under this powers effects he must make that check only once (making this check requires no action). Likewise, other characters can attempt Spot checks to determine if they see the character (these Spot checks are made normally, so they usually consume 1 action unless the GM determines otherwise).  
 +   * The character can still be felt or even heard.  
 +   * Also, powers or weapons that seek nearby characters can still seek the character under the effect of the Tactical Cloak.  
 +   * However, while under the influence of this power, the character cannot use any ability or power that allows him to regenerate shields or HP.  
 +   * Using Tech powers while the cloak is in effect removes the Tactical Cloak.  
 +   * The cloak is also removed if the character makes an attack, uses any kind of power that targets others than the character itself (so the character can activate, for example, a Barrier or an Ammo Power), reloads a weapon, harges a Heavy Weapon or makes any offensive action (the cloak only disappears after the attack, after the power is sed, after the weapon is reload or after the Heavy Weapon is charged, unless this power has a smaller duration than the time it takes to charge the Heavy Weapon in which case it ends first). 
 +   * Besides making the character invisible, the cloak also provides a damage bonus to shots made in the attack action that broke the cloak. 
 +   * Cooldown: 3 actions after the cloak is removed. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 +=== Rank 1 === 
 +This power has the following statistics: 
 +   * Duration: 4 actions. 
 +   * Bonus damage to shots: +2 or +1d8 with sniper rifles. 
 +   * Melee damage bonus: +1d6. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Reduce cooldown to 2 actions. 
 + 
 +=== Rank 3 === 
 +Changes: 
 +   * Duration: 5 actions. 
 +   * Melee damage bonus: +1d8. 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Duration: 
 +   * Increase duration by 2 actions. 
 +   * Increase cost by 1 tech point. 
 +Damage: 
 +   * Increase bonus damage to shots by +2 or by +1d8 with sniper rifles. 
 +   * Increase melee damage bonus by +1d8. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Recharge Speed: 
 +   * Reduce cooldown by 1 action. 
 +   * Increase cost by 1 tech point. 
 +Melee Damage: 
 +   * Melee damage bonus becomes d10 instead of d8 and the melee attack that breaks the cloak has its critical threat range increased by 1. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following upgrades: 
 + 
 +Bonus Power: 
 +   * The character can use one power without breaking the cloak. Using a second, while the cloak lasts, breaks it. 
 +   * Increase cost by 1 tech point. 
 +Sniper Damage: 
 +   * Increase the critical threat range of sniper rifles, wielded by the character while cloaked, by 1. 
 +   * Increase cost by 1 tech point. 
 + 
 +==== Team Support ==== 
 + 
 +Improves defenses and support for the whole squad through 
 +kinetic barrier generator and hardsuit enhancements. 
 +   *Prerequisite: Computers 2 ranks, Electronics 2 ranks, Profession(Soldier) 1 rank, Engineer 2 ranks 
 +   *Target: All allies within 6 squares of the character, when the power is activated (D) 
 +   *Activation: 1 action. 
 +   *Maintenance: Equals power cost. 
 +   *Effect: This passive power enhances the armor and shields of allies with the use of powerful combat-support VIs. To gain the benefits of this power, allies must be within 6 squares of the character. Once the power is activated, they retain the bonuses provided they don’t move more than 20 squares away from the character. This power affects the character as well. When this power is dismissed, the characters lose a number of Shield HP equal to the amount gained, if possible. 
 +   *Cooldown: 3 actions. Cooldown is also applies after this power is dismissed. 
 +In ranks 4, 5 and 6, choose one of two different permanent effects at 
 +each rank. 
 + 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Increases Shield HP of allies by an amount equal to 4× the character’s Intelligence modifier. 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Allies gain Shield HP regeneration of 2 point per action. 
 +=== Rank 3 === 
 +Changes: 
 +   * Increases Shield HP of allies by an amount equal to 6× the character’s Intelligence modifier. 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 +This power gains one of the following upgrades: 
 + 
 +Squad Regeneration: 
 +   * While this power is active, whenever the character uses the First Aid skill, he or she can heal one additional character within range. 
 +   * Increase cost by 1 tech point. 
 +Deflective Shields: 
 +   * While this power is active, allies gain +1 bonus to Defense. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Team Shielding: 
 +   * Increases ally Shield HP by an additional amount equal to 4× Intelligence modifier. 
 +   * Increases ally Shield HP regeneration by 2. 
 +   * Increases cost by 2 tech points. 
 +Tactical Revival: 
 +   * While this power is active, whenever an ally within 2 squares falls to 0 or less HP, the character can choose to immediately and use the First Aid skill on that character (only one character can be healed this way each round).If the amount healed is enough to keep the ally above 0 HP, the ally never falls unconscious. 
 +   * Increases cost by 1 tech point. 
 +=== Rank 6 === 
 +This power gains one of the following 
 +upgrades: 
 + 
 +Defense Grid: 
 +   * Allies gain Shield HP DR 2. 
 +   * Increase cost by 2 tech points. 
 +Life Support: 
 +   * Allies without Shield HP gain regeneration equal to the Intelligence modifier of the character. 
 +   * Increase cost by 2 tech points. 
 +==== Tech Armor ==== 
 + 
 +Create a protective armor around yourself. 
 +   * Prerequisite: Electronics 1 rank, Sentinel class 
 +   * Target: Self (D) 
 +   * Activation: 1 action 
 +   * Maintenance: Equals power cost. 
 +   * Effect: This power generates an energy armor suit that boosts the user’s shields. When the character’s Shields HP reach 0, this armor is destroyed and sends out a pulse of energy, damaging nearby enemies, knocking down those without shields or Plating.  
 +   * Cooldown: 3 actions after tech armor is removed or destroyed. 
 +   * Save: Fortitude save negates knockdown effect. DC equals 10 + Electronics ranks divided by 2 + Int modifier. 
 + 
 +This power’s major drawback is 
 +that increases the cooldown of other powers and abilities 
 +while it is in place. Tech Armor lasts until dismissed or 
 +destroyed. 
 + 
 +In ranks 4, 5 and 6, choose one of two different permanent 
 +effects at each rank. 
 +=== Rank 1 === 
 + This power has the following statistics: 
 +   * Character’s armor base Shield HP is increased by 30%. 
 +   * Character’s shields gain DR 2 that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields. 
 +   * Cooldown of other powers is increased by 2 actions.  
 +   * Explosion Radius: 2 squares 
 +   * Explosion Damage: 3d6 
 +   * Cost: 2 tech points to activate. 
 +=== Rank 2 === 
 +Changes: 
 +   * Reduce cooldown of this power to 2 actions. 
 +=== Rank 3 === 
 +This power has the following statistics: 
 +   * Explosion Radius: 3 squares 
 +   * Explosion Damage: 4d6 
 +   * Cost: 3 tech points to activate. 
 +=== Rank 4 === 
 + This power gains one of the following upgrades: 
 + 
 +Damage & Radius: 
 +   * Increase explosion radius by 1 squares 
 +   * Increase explosion damage by 1d6. 
 +   * Increase cost by 1 tech point. 
 +Durability: 
 +   * Bonus to character Shield HP is increased by 10%. 
 +   * Increase cost by 1 tech point. 
 +=== Rank 5 === 
 +This power gains one of the following upgrades: 
 + 
 +Improved Durability: 
 +   * Bonus to character Shield HP is increased by 10%.  
 +Melee Damage: 
 +   * Melee attacks made while this power is active deal extra +50% damage. 
 +=== Rank 6 === 
 + This power gains one of the following upgrades: 
 + 
 +Power Recharge: 
 +   * The cooldown increase of other powers is reduced by 1 action. 
 +   * Increase cost by 1 tech point. 
 +Stronger Hologram: 
 +   * Increase DR provided by this power by 2. 
 +   * Increase cost by 1 tech point. 
srb/tech_specialization.1587929516.txt.gz · Last modified: 2020/04/26 12:31 by weby