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srb:tech_specialization [2020/07/19 16:08]
weby
srb:tech_specialization [2020/07/22 10:04] (current)
weby
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    * An Adhesive Mine is always placed in a square.    * An Adhesive Mine is always placed in a square.
    * Cooldown: 2 actions    * Cooldown: 2 actions
 +   * Requires a can of chillants(takes a grenade slot)
 +
 Anyone, identified as enemy by the character’s IFF, Anyone, identified as enemy by the character’s IFF,
 passing the through the square triggers the mine, passing the through the square triggers the mine,
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 Explosive Hack: Explosive Hack:
-   * If affected targets are destroyed, while this power last, they deal 3d6 points of damage to any creature within 2 squares+   * 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.    * Increase cost by 1 tech point.
 Recharge: Recharge:
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    * Increase cost by 1 tech point.    * Increase cost by 1 tech point.
 Tech Vulnerability: Tech Vulnerability:
-  * Affected creatures take a -5 penalty on saves against Tech powers and take additional 1d6 points of damage from Tech powers that deal damage.+  * 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.   * Increase cost by 1 tech point.
 ==== Combat Drone ==== ==== Combat Drone ====
  
 Create a solid holographic sphere to attack your enemies. Create a solid holographic sphere to attack your enemies.
-Prerequisite: Electronics 4 ranks, Engineer+   Prerequisite: Electronics 4 ranks, Engineer
    * Activation: 1 action    * 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.     * 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.    * Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed.
 +   * Requires a microdrone
  
 If the character manages to move away If the character manages to move away
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  This power has the following statistics:  This power has the following statistics:
    * Drone has a Defense of 15.    * Drone has a Defense of 15.
-   * Drone has 20 Shield HP.+   * Drone has 30 Shield HP.
    * Drone has an attack range of 4 squares    * Drone has an attack range of 4 squares
    * Drone has an attack bonus equal to character’s Int modifier × 2.    * Drone has an attack bonus equal to character’s Int modifier × 2.
-   * Drone deals 2d6 damage per attack.+   * Drone deals 3d6 damage per attack.
    * Drone can move at a speed of 4 squares    * Drone can move at a speed of 4 squares
    * Cost: 2 tech points to activate.    * Cost: 2 tech points to activate.
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 Changes: Changes:
    * Drone has a Defense of 17.    * Drone has a Defense of 17.
-   * Drone has 25 Shield HP. +   * Drone has 50 Shield HP. 
-    Cooldown is reduced to 3 actions.+   * Cooldown is reduced to 3 actions.
 === Rank 3 === === Rank 3 ===
 Changes: Changes:
-   * Drone has 30 Shield HP. +   * Drone has 60 Shield HP. 
-   * Drone deals 3d6 damage per attack.+   * Drone deals 4d6 damage per attack.
    * Cost: 3 tech points to activate.    * Cost: 3 tech points to activate.
 === Rank 4 === === Rank 4 ===
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   * Increase cost by 1 tech point.   * Increase cost by 1 tech point.
 Shield & Damage: Shield & Damage:
-  * Increase drone’s Shield HP by 10 and Defense by +2.+  * Increase drone’s Shield HP by 20 and Defense by +2.
   * Increase drone’s damage by 1d6.   * Increase drone’s damage by 1d6.
-  *• Drone’s attack is increased by Int modifier × 1.+  * Drone’s attack is increased by Int modifier × 1.
   * Increase cost by 1 tech point.   * Increase cost by 1 tech point.
 === Rank 6 === === Rank 6 ===
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    * Activation: 1 action    * Activation: 1 action
    * Range: Target must be up to 12 squares away    * Range: Target must be up to 12 squares away
-   * Effect: When activated, the user’s omni-tool fires 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.+   * 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    * Cooldown: 4 actions
    * Save: Fortitude save negates. DC equals 10 + Electronics ranks divided by 2 + Int modifier.    * 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 The character must succeed on a ranged touch attack to
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     Increase speed reduction by 1 square     Increase speed reduction by 1 square
 Cryo Explosion: Cryo Explosion:
-    Creatures frozen or chilled by this power have their armor DR reduced by 1.+    Creatures frozen or chilled by this power have their armor DR reduced by 2.
 === Rank 6 === === Rank 6 ===
  This power gains one of the following upgrades:  This power gains one of the following upgrades:
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     Increase cost by 1 tech point.     Increase cost by 1 tech point.
 Frozen Vulnerability: Frozen Vulnerability:
-    Creatures frozen or chilled by this power have their armor DR reduced by 1.+    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.     Characters with Plating take 1 additional damage per shot made against them.
     Increase cost by 1 biotic point.     Increase cost by 1 biotic point.
  
 ==== Disruptor ==== ==== Disruptor ====
-FIXME edit 
  
 Disrupt target’s tech and biotic abilities. Disrupt target’s tech and biotic abilities.
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    * Activation: 1 action    * Activation: 1 action
    * Range: Area up to 12 squares away    * 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 omni-tools and armors to remove the effects of this power.+   * 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    * Cooldown: 7 actions
    * Save: Will save negates the daze effect. DC equals 10 + Life Science ranks divided by 2 + Int modifier.    * Save: Will save negates the daze effect. DC equals 10 + Life Science ranks divided by 2 + Int modifier.
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   * Increase cost by 1 tech point.   * Increase cost by 1 tech point.
 Radius: Radius:
-  * Increase affected area radius by 5 ft.+  * Increase affected area radius by 1 square
   * Increase cost by 1 tech point.   * Increase cost by 1 tech point.
 === Rank 5 === === Rank 5 ===
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   * Increase cost by 1 tech point.   * Increase cost by 1 tech point.
 ==== Energy Drain ==== ==== Energy Drain ====
-FIXME edit 
  
 Drain energy from the target’s shields and add it to your own. Drain energy from the target’s shields and add it to your own.
-Prerequisite: Electronics 7 ranks, Damping 7 ranks, Decryption 7 +   Prerequisite:  
-ranks +   * Target: Enemies in area 
-Target: Enemies in area +   * Activation: 1 action 
-Activation: 1 action +   * Range: Target up to 12 squares away. 
-Range: Target up to 60 ft 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. 
-Effect: Energy Drain saps enemies’ kinetic barrier power to boost the +   * Cooldown: 3 actions 
-character’s shields, while affecting all around the target. Synthetics/ +In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 
-mechs in the area without Shield HP take the same amount of damage +
-but the character does not gain any Shield HP from them. +
-In ranks 4, 5 and 6, choose one of two different permanent effects at +
-each rank.+
 No ranged attack is required. No ranged attack is required.
-Cooldown: 3 actions + 
-Rank 1This power has the following statistics: +=== Rank 1 === 
-• Area affected: 5 ft radius centered on the target. + This power has the following statistics: 
-• Damage dealt to Shields: 4d6+   * Area affected: square radius centered on the target. 
-• Character gains: 50% of damage dealt as Shield HP. +   * Damage dealt to Shields: 6d6
-• Cost: 2 tech points to activate. +   * Character gains: 50% of damage dealt as Shield HP. 
-Rank 2: This power has the following statistics: +   * Cost: 2 tech points to activate. 
-• Area affected: 5 ft radius centered on the target. +=== Rank 2 === 
-• Damage dealt to Shields: 4d6. +Changes 
-• Character gains: 50% of damage dealt as Shield HP. +   * Cooldown reduced to 2 actions. 
-• Cooldown reduced to 2 actions. + 
-• Cost: 2 tech points to activate. +=== Rank 3 === 
-Rank 3: This power has the following statistics: +Changes 
-• Area affected: 5 ft radius centered on the target. +   * Damage dealt to Shields: 8d6
-• Damage dealt to Shields: 5d6+   * Cost: 3 tech points to activate. 
-• Character gains: 50% of damage dealt as Shield HP. +=== Rank 4 === 
-• Cooldown reduced to 2 actions. + This power gains one of the following upgrades: 
-• Cost: 3 tech points to activate. +
-Rank 4This power gains one of the following upgrades:+
 Damage: Damage:
-• Increase damage by 1d6. +   *  Increase damage by 1d6. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Radius: Radius:
-• Increase affected area radius by 5 ft. +   Increase affected area radius by 5 ft. 
-• Increase cost by 1 tech point. +   * Increase cost by 1 tech point. 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Drain: Drain:
-• Character gains 100% of damage dealt Shields as +  * Character gains 100% of damage dealt Shields as Shield HP.
-Shield HP.+
 Multiple Targets: Multiple Targets:
-• Affects two targets within range, applying this +  * Affects two targets within range, applying this powers effects to them. 
-powers effects to them. +=== Rank 6 === 
-Rank 6This power gains one of the following+This power gains one of the following
 upgrades: upgrades:
 +
 Improved Damage: Improved Damage:
-• Increase damage by 2d6. +  * Increase damage by 2d6. 
-Increase cost by 1 tech point.+  Increase cost by 1 tech point.
 Strengthen Shield: Strengthen Shield:
-• After gaining Shield HP with this power, the +  * After gaining Shield HP with this power, the character also gains DR 1 that applies for attacks made against the character’s shields. 
-character also gains DR 1 that applies for attacks +  The DR provided lasts for 5 actions. 
-made against the character’s shields. +  Multiple uses do not stack but they reset the duration of the DR. 
-• The DR provided lasts for 5 actions. +  Increase cost by 1 tech point.
-• Multiple uses do not stack but they reset the +
-duration of the DR. +
-• Increase cost by 1 tech point. +
-==== Hunter Mode ==== +
-FIXME edit +
- +
-Advanced diagnostics redirect power into offensive +
-systems, boosting combat capabilities. +
-Prerequisite: Hacking 7 ranks, Geth race (cannot +
-be selected by other races even through Unique +
-Specializations) +
-Target: Self (D) +
-Activation: Free action +
-Maintenance: Equals cost +
-Effect: This power increases the Geth’s targeting abilities, +
-allows the Geth to see in complete darkness, and even +
-detect targets through walls or other obstacles. It also +
-provides damage bonus on melee attacks. Effects vary with +
-rank. +
-While this power is active the Geth takes double damage to +
-Shield HP from all sources. In addition, Shield HP cannot be +
-recovered or regenerated while this power is active. +
-In ranks 4, 5 and 6, choose one of two different permanent +
-effects at each rank. +
-Cooldown: 1 action +
-Rank 1: This power has the following statistics: +
-• Grants Nightvision 60ft +
-• Grants X-Ray Vision 30ft (inanimate objects and terrain do not +
-block line of sight within this range but still block line of effect, +
-invisible characters are revealed) +
-• Melee damage bonus: +1 +
-• Can increase speed by 5 ft base speed +
-• Cost: 2 +1 for each 5 ft increase to speed. +
-Rank 2: This power has the following statistics: +
-• Grants Nightvision 60ft +
-• Grants X-Ray Vision 30ft (inanimate objects and terrain do not +
-block line of sight within this range but still block line of effect, +
-invisible characters are revealed) +
-• Melee damage bonus: +1 +
-• Can increase speed by 5 ft or by 10 ft base speed +
-• Cost: 2 +1 for each 5 ft increase to speed. +
-Rank 3: This power has the following statistics: +
-• Grants Nightvision 60ft +
-• Grants X-Ray Vision 30ft (inanimate objects and terrain do not block +
-line of sight within this range but still block line of effect, invisible +
-characters are revealed) +
-• Melee damage bonus: +2 +
-• Can increase speed by 5 ft or by 10 ft base speed +
-• Increase the critical threat range of all ranged weapon by +1 while +
-this power is active. +
-• Cost: 3 +1 for each 5 ft increase to speed. +
-Rank 4: This power gains one of the following upgrades: +
-Power Recharge: +
-• Decrease cooldown of all powers by 1 while this power is active. +
-• Increase cost by 1 tech point. +
-Weapon Accuracy: +
-• Increase the critical threat range of all ranged weapon by +
-another +1 while this power is active. +
-• Gain a +1 attack bonus while this power is active. +
-• Increase cost by 1 tech point. +
-Rank 5: This power gains one of the following upgrades: +
-Power Damage: +
-• Powers that deal damage have their damage increased by +
-+1d6 while Hunter Mode is active. +
-• Increase cost by 1 tech point. +
-Rate of Fire: +
-• Increase weapon’s RoF by 1 while this power is active. +
-• Increase cost by 1 tech point. +
-Rank 6: This power gains one of the following upgrades: +
-Speed & Vision: +
-• Speed increase can now go up to 15ft. +
-• Increase all of the power’s vision modes by +30ft. +
-• Increase cost by 1 tech point. +
-Damage: +
-• Increase the critical multiplier for all ranged weapons +
-by 1 while this power is active. +
-• Increase cost by 1 tech point.+
 ==== Incinerate ==== ==== Incinerate ====
-FIXME edit 
  
 Launch a blast of high-explosive plasma towards a target. Launch a blast of high-explosive plasma towards a target.
-Prerequisite: Electronics 3 ranks +   Prerequisite: Electronics 3 ranks 
-Target: One target +   * Target: One target 
-Activation: 1 action +   * Activation: 1 action 
-Range: Target must be up to 60 ft away. +   * Range: Target must be within 12 squares 
-Effect: A high-explosive plasma round fired +   * Effect: A high-explosive plasma round fired from the that inflicts damage over time to the target and those near it.  
-from the user’s omni-tool that inflicts damage +   Burning duration lasts a number of actions equal to this power’s rank. 
-over time to the target and those near it. Burning +   * 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) 
-duration lasts a number of actions equal to this +   * If this power is used to kill frozen targets, the target explodes and any adjacent creature is immediately frozen for 1 action. 
-power’s rank. +   * Cooldown: 4 actions 
-The character must succeed on a ranged touch +   * Requires a can of volatiles like camping gas 
-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.+
 In ranks 4, 5 and 6, choose one of two different In ranks 4, 5 and 6, choose one of two different
 permanent effects at each rank. permanent effects at each rank.
-Cooldown: 4 actions + 
-Rank 1This power has the following statistics: +=== Rank 1 === 
-• Damage dealt: 2d8 1d8 per action while in flames. +This power has the following statistics: 
-• Damage dealt to Plating: +50%. +   * Damage dealt: 4d6 2d6 per action while in flames. 
-• Cost: 2 tech points to activate. +   * Damage dealt to Plating: +50%. 
-Rank 2: This power has the following statistics: +   * Cost: 2 tech points to activate. 
-• Damage dealt2d8 + 1d8 per action while in flames. +=== Rank 2 === 
-• Damage dealt to Plating: +50%. +Changes
-• Cooldown reduced to 3 actions. +   * Cooldown reduced to 3 actions. 
-• Cost: 2 tech points to activate. + 
-Rank 3: This power has the following statistics+=== Rank 3 === 
-• Damage dealt: 3d8 1d8 per action while in flames. +Changes
-• Damage dealt to Plating: +50%. +   * Damage dealt: 5d6 2d6 per action while in flames. 
-• Cooldown reduced to 3 actions. +   * Cost: 2 tech points to activate. 
-• Cost: 2 tech points to activate. +=== Rank 4 === 
-Rank 4This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Damage: Damage:
-• Increase damage by 1d8+   Increase damage by 2d6
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Radius: Radius:
-• This power now affects any creature adjacent to the target. +   This power now affects any creature adjacent to the target. 
-• Increase cost by 1 tech point. +   * Increase cost by 1 tech point. 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 + This power gains one of the following upgrades: 
 Burning Damage: Burning Damage:
-• Increase damage taken for each action spend while burning by +   Increase damage taken for each action spend while burning by 2d6
-1d8+   * Increase cost by 1 tech point.
-• Increase cost by 1 tech point.+
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action. +   Reduce cooldown by 1 action. 
-• Increase cost by 1 tech point. +   * Increase cost by 1 tech point. 
-Rank 6This power gains one of the following upgrades:+=== Rank 6 === 
 +This power gains one of the following upgrades: 
 Freeze Combo: Freeze Combo:
-• Frozen or chilled targets take double damage from this power. +   Frozen or chilled targets take double damage from this power. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Armor Damage: Armor Damage:
-• This power now deals 100% damage to Plating instead of 50%. +   This power now deals 100% damage to Plating instead of 50%. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 ==== Invasion ==== ==== Invasion ====
 Infects opponents with an invasive VI controlled machine swarm that Infects opponents with an invasive VI controlled machine swarm that
 weakens defenses. weakens defenses.
-    * Prerequisite: FIXME+    * Prerequisite: Electronics 3 ranks, Computers 3 ranks, Engineering 3 ranks
     * Target: Area     * Target: Area
     * Activation: 1 action     * Activation: 1 action
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     * 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.     * 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     * 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 In ranks 4, 5 and 6, choose one of two different permanent
 effects at each rank. effects at each rank.
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 === Rank 1 === === Rank 1 ===
 This power has the following statistics: This power has the following statistics:
-    *  Affected creatures have their Shield HP DR reduced by 1. 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 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.+    *  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     *  Area radius: 2 squares
     *  Effect lasts for 5 actions.     *  Effect lasts for 5 actions.
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 Virulence: Virulence:
-    *  Increases the Shield HP DR reduction to 2.+    *  Increases the Shield HP DR reduction to 4.
     *  Increases cost by 2 tech points     *  Increases cost by 2 tech points
 Sabotage: Sabotage:
-    *  Affected creatures suffer a -penalty on all damage rolls made with pistols, submachine guns, assault rifles, shotguns, sniper rifles and heavy weapons (not multiplied on a critical hit)+    *  Affected creatures suffer a -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.     *  Increases cost by 2 tech points.
 +
 ==== Neural Shock ==== ==== Neural Shock ====
 Paralyze target organic creature. Paralyze target organic creature.
-   * Prerequisite: FIXME+   * Prerequisite: Medicine 3 ranks, Life sciences 3 ranks
    * Target: One target    * Target: One target
    * Activation: 1 action    * Activation: 1 action
    * Range: Target up to 12 squares away    * 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.+   * 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.     * 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 under this power’s effect cannot be targeted again while under this power’s effect. 
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   * Activation: 1 action   * Activation: 1 action
   * Range: Target up to 12 squares away.   * 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.+  * 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.    * 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.   * No ranged touch attack is required.
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 === Rank 1 === === Rank 1 ===
 This power has the following statistics: This power has the following statistics:
-   * Damage done to Shields HP, synthetics and machines: 2d6+   * Damage done to Shields HP, synthetics and machines: 3d6
-   * Damage done to organics 1d6.+   * Damage done to organics 1d8.
    * Stunning duration: 1 action.    * Stunning duration: 1 action.
    * Cost: 1 tech point to activate.    * Cost: 1 tech point to activate.
 === Rank 2 === === Rank 2 ===
 Changes: Changes:
-   * Damage done to Shields HP, synthetics and machines: 3d6.+   * Damage done to Shields HP, synthetics and machines: 4d6.
    * Cooldown reduced to 2 actions.    * Cooldown reduced to 2 actions.
  
 === Rank 3 === === Rank 3 ===
 Changes: Changes:
-   * Damage done to Shields HP, synthetics and machines: 4d6+   * Damage done to Shields HP, synthetics and machines: 6d6
-   * Damage done to organics 1d8.+   * Damage done to organics 1d10.
    * Cost: 2 tech point to activate.    * Cost: 2 tech point to activate.
 === Rank 4 === === Rank 4 ===
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    *Hit one additional creature within 3 squares of the target.    *Hit one additional creature within 3 squares of the target.
 Damage: Damage:
-  * Increase damage to Shields HP, synthetics and machines by 2d6.+  * Increase damage to Shields HP, synthetics and machines by 3d6.
 === Rank 5 === === Rank 5 ===
 This power gains one of the following upgrades: This power gains one of the following upgrades:
Line 795: Line 724:
    * Increase cost by 1 tech point.    * Increase cost by 1 tech point.
 === Rank 6 === === Rank 6 ===
-This power gains one of the followingupgrades:+This power gains one of the following upgrades:
  
 Chain Overload: Chain Overload:
Line 801: Line 730:
    * Increase cost by 1 tech point.    * Increase cost by 1 tech point.
 Shield Damage: Shield Damage:
-   * Increase damage done to Shield HP, synthetics and machines by 2d6+   * Increase damage done to Shield HP, synthetics and machines by 3d6
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 ==== Proximity Mine ==== ==== Proximity Mine ====
 Deploy a tech-mine that explodes into flames when Deploy a tech-mine that explodes into flames when
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     * Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier.     * Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier.
     * Cooldown: 2 actions     * Cooldown: 2 actions
 +    * Requires a grenade
  
 In ranks 4, 5 and 6, choose one of two different permanent In ranks 4, 5 and 6, choose one of two different permanent
Line 821: Line 751:
 This power has the following statistics: This power has the following statistics:
     *  Area radius that triggers the mine: 1  square     *  Area radius that triggers the mine: 1  square
-    *  Damage: 3d8.+    *  Damage: 6d6.
     *  Blast Radius: 2 squares     *  Blast Radius: 2 squares
     *  Cost: 2 tech points to activate.     *  Cost: 2 tech points to activate.
 === Rank 2 === === Rank 2 ===
-Change: +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. 
-    *  Cooldown reduced to action.+
 === Rank 3 === === Rank 3 ===
 Changes: Changes:
-    *  Damage: 4d8.+    *  Damage: 7d6.
     *  Cost: 3 tech points to activate.     *  Cost: 3 tech points to activate.
 +    * Cooldown reduced to 1 action.
 === 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 1d8.+    *  Increase damage by 2d6.
 Blast Radius: Blast Radius:
     *  Increase blast area radius by 1 square     *  Increase blast area radius by 1 square
Line 851: Line 782:
  
 Damage: Damage:
-    *  Increase damage by 2d8.+    *  Increase damage by 2d6.
     *  Increase cost by 1 tech point.     *  Increase cost by 1 tech point.
 Trigger Area & Blast Radius: Trigger Area & Blast Radius:
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     *  Increase cost by 1 tech point.     *  Increase cost by 1 tech point.
 ==== Sabotage ==== ==== Sabotage ====
-FIXME edit 
- 
 Overheat the target’s weapons or an explosive container. Overheat the target’s weapons or an explosive container.
-Prerequisite: Decryption 3 ranks +   Prerequisite: Engineering 3 ranks 
-Target: One target +   * Target: One target 
-Activation: 1 action +   * Activation: 1 action 
-Range: Target must be up to 60 ft away +   * Range: Target must be within 12 squares 
-Effect: Sabotage is used to stop an enemy from firing +   * Effect: Sabotage is used to stop an enemy from firing at you by overheating the target’s weapons.  
-at you by overheating the target’s weapons. This only +   This only overheats the weapon being used, so if the target has other weapons he can still switch and use them.  
-overheats the weapon being used, so if the target +   * Certain enemies, however, especially synthetics and mechs, have little variety in firepower.  
-has other weapons he can still switch and use them. +   For creatures wielding more than 1 weapon, the character must select which weapon this power affects.  
-Certain enemies, however, especially synthetics and +   The target can save to avoid this power’s effects. 
-mechs, have little variety in firepower. For creatures +   * 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. 
-wielding more than 1 weapon, the character must +   * 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. 
-select which weapon this power affects. The target +   * Save: Will save negates. DC equals 10 + Engineering ranks divided by 2 + Int modifier. 
-can save to avoid this power’s effects. +   * Cooldown: 4 actions 
-Affected targets can spend 1 full round (in which +   * Requires a can of grit 
-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 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.+
 In ranks 4, 5 and 6, choose one of two different In ranks 4, 5 and 6, choose one of two different
 permanent effects at each rank. permanent effects at each rank.
-Save: Will save negates. DC equals 10 + Decryption +=== Rank 1 === 
-ranks divided by 2 + Int modifier. + This power has the following statistics: 
-Cooldown: 4 actions +   * Duration: 1 action. 
-Rank 1This power has the following statistics: +   * Cost: 2 tech points to activate. 
-• Duration: 1 action. +=== Rank 2 === 
-• Cost: 2 tech points to activate. +Changes
-Rank 2: This power has the following statistics: +   * Cooldown reduced to 3 actions. 
-• Duration1 action. +=== Rank 3 === 
-• Cooldown reduced to 3 actions. +Changes 
-• Cost: 2 tech points to activate. +   * Duration: 2 actions. 
-Rank 3: This power has the following statistics: +   * Cost: 3 tech points to activate. 
-• Duration: 2 actions. +=== Rank 4 === 
-• Cooldown reduced to 3 actions. +This power gains one of the following upgrades: 
-• Cost: 3 tech points to activate. +
-Rank 4This power gains one of the following upgrades:+
 Duration: Duration:
-• Increase duration by 1 action. +   Increase duration by 1 action. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Radius: Radius:
-• This power now affects enemies adjacent to the target. +   This power now affects enemies adjacent to the target. 
-• Increase cost by 1 tech point. +   * Increase cost by 1 tech point. 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 +This power gains one of the following upgrades: 
 Recharge Speed: Recharge Speed:
-• Reduce cooldown by 1 action. +   Reduce cooldown by 1 action. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Full Sabotage: Full Sabotage:
-• This power now affects all of the target’s weapons. +   This power now affects all of the target’s weapons. 
-• Reduce duration by 1 action. +   * Reduce duration by 1 action. 
-• Increase cost by 1 tech point. +   * Increase cost by 1 tech point. 
-Rank 6This power gains one of the following upgrades:+=== Rank 6 === 
 +This power gains one of the following upgrades: 
 Damage: Damage:
-• This power now deals 3d6 points of damage to Shield HP, synthetics +   This power now deals 4d6 points of damage to Shield HP, synthetics and mechs. 
-and mechs. +   * Increase cost by 1 tech point.
-• Increase cost by 1 tech point.+
 Improved Duration: Improved Duration:
-• Increase duration by 1 action. +   Increase duration by 1 action. 
-• Increase cost by 1 tech point+   * Increase cost by 1 tech point 
 ==== Sentry Turret ==== ==== Sentry Turret ====
-FIXME edit 
  
 Deploy a small turret that attacks enemies. Deploy a small turret that attacks enemies.
-Prerequisite: Electronics ranks, Engineer class or Quarian +   Prerequisite: Electronics ranks, Engineer class 
-Machinist class. +   * Activation: 1 action 
-Activation: 1 action +   * Range: Turret must be placed within 4 squares 
-Range: Turret must be placed at up to 20 ft away +   * Effect: This power allows the character to send a small device that turns itself into a turret.  
-Effect: This power allows the character to send a small device that +   This turret fires blasts of energy against an enemy within range, at a rate of 1 blast per action.  
-floats 3 ft in the air turns itself into a turret. This turret fires blasts +   Like a Combat Drone, the turret also possesses 2 actions, however it cannot move so it can spend its two actions attacking. 
-of energy against an enemy within range, at a rate of 1 blast per +   * The character must deploy the turret in a square up to 4 squares away.  
-action. Like a Combat Drone, the turret also possesses 2 actions, +   Also like the Combat Drone, it cannot be at a distance higher than 20 squares from the character.  
-however it cannot move so it can spend its two actions attacking. +   Since it cannot move, if the character moves more than 20 squares from the turret, the Sentry Turret is destroyed. 
-The character must deploy the turret in a square up to 20 ft +   * The turret lasts until destroyed, until the end of the encounter or until the character deploys another. 
-away. Also like the Combat Drone, it cannot be at a distance +   * Cooldown: 4 actions 
-higher than 100 ft from the character. Since it cannot move, if +   * Requires a turret core. 
-the character moves more than 100 ft 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.+
 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.
-Cooldown: 4 actions + 
-Rank 1This power has the following statistics: +=== Rank 1 === 
-• Turret has a Defense of 10. +This power has the following statistics: 
-• Turret has 30 Shield HP. +   *  Turret has a Defense of 10. 
-• Turret has an attack range of 50 ft +   *  Turret has 60 Shield HP. 
-• Turret has an attack bonus equal to character’s Int +   *  Turret has an attack range of 10 squares 
-modifier × 2. +   *  Turret has an attack bonus equal to character’s Int modifier × 2. 
-• Turret deals 1d8+1 damage per attack. +   *  Turret deals 2d6 damage per attack. 
-• Cost: 1 tech points to activate. +   *  Cost: 1 tech points to activate. 
-Rank 2: This power has the following statistics+=== Rank 2 === 
-• Turret has a Defense of 10. +Changes
-• Turret has 35 Shield HP. +   *  Turret has 70 Shield HP. 
-• Turret has an attack range of 50 ft +   *  Reduce cooldown to 3 actions. 
-• Turret has an attack bonus equal to character’s Int +=== Rank 3 === 
-modifier × 2. +Changes 
-• Turret deals 1d8+1 damage per attack. +   * Turret has 80 Shield HP. 
-• Reduce cooldown to 3 actions. +   *  Turret deals 4d6 damage per attack. 
-• Cost: 1 tech points to activate. +   *  Cost: 2 tech points to activate. 
-Rank 3: This power has the following statistics: +=== Rank 4 === 
-• Turret has a Defense of 10. +This power gains one of the following
-Turret has 40 Shield HP. +
-• Turret has an attack range of 50 ft +
-• Turret has an attack bonus equal to character’s +
-Int modifier × 2. +
-• Turret deals 2d8+2 damage per attack. +
-• Reduce cooldown to 3 actions. +
-• Cost: 2 tech points to activate. +
-Rank 4This power gains one of the following+
 upgrades: upgrades:
 +
 Shield & Damage: Shield & Damage:
-• Increase turret’s shields by 10+   *  Increase turret’s shields by 20
-• Increase turret damage by 1d8+1+   *  Increase turret damage by 2d6
-• Turret’s attack is increased by Int modifier × 1. +   *  Turret’s attack is increased by Int modifier × 1. 
-• Increase cost by 1 tech point.+   *  Increase cost by 1 tech point.
 Shock: Shock:
-• Turret’s attack now daze the target for 1 action. +   *  Turret’s attack now daze the target for 1 action. 
-• Increase cost by 1 tech point. +   *  Increase cost by 1 tech point. 
-Rank 5This power gains one of the following upgrades:+=== Rank 5 === 
 + This power gains one of the following upgrades: 
 Cryo Ammo: Cryo Ammo:
-• Turret’s attack is upgraded with cryo ammo, giving its +   *  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. 
-attack a 30% chance of freezing the target, for 1 action, +   *  Increase cost by 1 tech point.
-with a successful attack. +
-• Increase cost by 1 tech point.+
 Armor-Piercing Ammo: Armor-Piercing Ammo:
-• Turret’s attack is upgraded with armor-piercing ammo, +   *  Turret’s attack is upgraded with armor-piercing ammo, dealing extra 4d6 points of damage against Plating. 
-dealing extra 2d8 points of damage against Plating. +   *  Increase cost by 1 tech point. 
-• Increase cost by 1 tech point. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Rockets: Rockets:
-• The turret’s attacks become rocket-like attack. +   *  The turret’s attacks become rocket-like attack. 
-• Increase turret’s attack range by 20 ft. +   *  Increase turret’s attack range by 4 squares 
-• Increase turret damage by 1d8+1. +   *  Increase turret damage by 2d6 
-• Damage is also dealt to any creature adjacent to the target. +   *  Damage is also dealt to any creature adjacent to the target. 
-• Turret’s attack is increased by Int modifier × 1. +   *  Turret’s attack is increased by Int modifier × 1. 
-• Increase cost by 1 tech point.+   *  Increase cost by 1 tech point.
 Flamethrower: Flamethrower:
-• Turret is upgrades with a close-range flamethrower. +   *  Turret is upgrades with a close-range flamethrower. 
-• This flamethrower has a range of only 20 ft. +   *  This flamethrower has a range of only 4 squares 
-• This flamethrower attacks in a line, affecting all creatures in it, and +   *  This flamethrower attacks in a line, affecting all creatures in it, and does not need to make an attack roll against the targets’ Defense 
-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 
-• Creatures affected by the flamethrower catch fire, and can put out +   *  The flamethrower deals 6d6 points of damage. 
-the flames normally with one action +   *  Creatures in flames take 1d8 damage per action. 
-• The flamethrower deals 4d6 points of damage. +   *  Increase cost by 1 tech point.
-• Creatures in flames take 1d6 damage per action. +
-• Increase cost by 1 tech point.+
 ==== Shield Block ==== ==== Shield Block ====
-FIXME edit 
  
 A shimmering field appears in the palm of your hand, emitting a deflector A shimmering field appears in the palm of your hand, emitting a deflector
 shield. shield.
-Prerequisite: Electronics 3 ranks, Proficiency with Medium Armor +   Prerequisite: Electronics 1 rank, Proficiency with Medium Armor 
-Target: Self (D) +   * Target: Self (D) 
-Activation: 1 action +   * Activation: 1 action 
-Maintenance: Equal to cost +   * Maintenance: Equal to cost 
-Effect: This power generates a small but powerful deflector shield +   * 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. 
-that provides some cover or pushes someone back. Sustaining this +   * The character may perform melee attacks when using this power, which gain a bonus to damage and can knockback targets.  
-ability does not count as a hostile action and it does not provoke +   * Affected targets can save to resist the knockback effect.  
-AoO. However, it increases the cooldown of other abilities and +   * Shield block lasts until dismissed. Using this power makes it impossible to recover any Shield HP, in any way, until the power is dismissed. 
-powers, for as long as this power is active. +   * Cooldown: 3 actions after dismissal. 
-The character may perform melee attacks when using this power, +   * Save: Fortitude save negates knockback effect. DC equals 10 +Electronics ranks divided by 2 + Int modifier. 
-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.+
 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.
-Cooldown: 3 actions after dismissal. + 
-Save: Fortitude save negates knockback effect. DC equals 10 + +Note: Using this power occupies one
-Electronics ranks divided by 2 + Int modifier. +
-Note: This power can only be used while armed with an +
-Enforcer Gauntlet. Using this power usually occupies one+
 hand in order to sustain it, meaning that when using this hand in order to sustain it, meaning that when using this
 power the character is unable to perform tasks that require power the character is unable to perform tasks that require
 two hands and can only wield a melee weapon, a pistol or a two hands and can only wield a melee weapon, a pistol or a
 sub-machinegun. sub-machinegun.
-Rank 1This power has the following statistics: + 
-• Character gains +1 cover bonus for the duration of this +=== Rank 1 === 
-power. + This power has the following statistics: 
-• Melee bonus damage: +1d6. This damage is multiplied +  Character gains +1 cover bonus for the duration of this power. 
-on critical hits. +  Melee bonus damage: +1d8. This damage is multiplied on critical hits. 
-• On a successful melee strike: 5 ft knockback. +  On a successful melee strike: 1 square knockback 
-• Cooldown of other powers is increased by 2 actions. +  Cooldown of other powers is increased by 2 actions. 
-This includes the following abilities as well: First Aid and +  Power occupies one hand in order to be activated and sustained. 
-Shield Boost. +  Cost: 2 Tech Points 
-• Power occupies one hand in order to be activated +=== Rank 2 === 
-and sustained. +Changes 
-• Cost: 2 Tech Points +  Character gains +2 cover bonus for the duration of this power. 
-Rank 2: This power has the following statistics: + 
-• Character gains +2 cover bonus for the duration of +=== Rank 3 === 
-this power. +Changes
-• Melee bonus damage: +1d6. This damage is +   * Melee bonus damage: +3d6. Damage is multiplied on critical hits. 
-multiplied on critical hits. +   * Cost: 3 Tech Points 
-• On a successful melee strike: 5 ft knockback. +=== Rank 4 === 
-• Cooldown of other powers is increased by +This power gains one of the following upgrades: 
-2 actions. This includes the following abilities as +
-well: First Aid and Shield Boost. +
-• Power occupies one hand in order to be activated +
-and sustained. +
-• Cost: 2 Tech Points +
-Rank 3: This power has the following statistics: +
-• Character gains +2 cover bonus for the duration +
-of this power. +
-• Melee bonus damage: +2d6. Damage is multiplied +
-on critical hits. +
-• On a successful melee strike: 5 ft knockback. +
-• Cooldown of other powers is increased by 2 actions. +
-This includes the following abilities as well: First Aid +
-and Shield Boost. +
-• Power occupies one hand in order to be activated and +
-sustained. +
-• Cost: 3 Tech Points +
-Rank 4This power gains one of the following upgrades:+
 Resilient: Resilient:
-• Increase Cover bonus, provided by this power, by 1. +   Increase Cover bonus, provided by this power, by 1. 
-• Increase Shield DR by 1 +   * Increase Shield DR by 2 
-• Increase Tech Point Cost by 1+   * Increase Tech Point Cost by 1
 Unobstructive: Unobstructive:
-• Cooldown penalty reduced by 1 +  * Cooldown penalty reduced by 1 
-• Power no longer occupies one hand to be activated or +  Power no longer occupies one hand to be activated or sustained. 
-sustained. +  Increase Tech Point Cost by 1 
-• Increase Tech Point Cost by 1 +=== Rank 5 === 
-Rank 5This power gains one of the following upgrades:+ This power gains one of the following upgrades: 
 Advanced Protection: Advanced Protection:
-• Increase Cover bonus, provided by this power, by 1. +   Increase Cover bonus, provided by this power, by 1. 
-• Increase Shield DR by 1+   * Increase Shield DR by 2
 Repulsive: Repulsive:
-• Melee bonus damage increases to +2d8. This damage is +   Melee bonus damage increases to +4d6. This damage is multiplied on critical hits. 
-multiplied on critical hits. +   * On a successful melee strike: 2 square knockback 
-• On a successful melee strike: 10 ft knockback. +=== Rank 6 === 
-Rank 6This power gains one of the following upgrades:+This power gains one of the following upgrades: 
 Regenerative: Regenerative:
-• While this power is active, the repulsion field takes less of a +   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 point per action. 
-toll on the armor’s systems and diverts power to shields to slowly +   * Increase Tech Point Cost by 1
-regenerate the character’s shields at the rate of point per action. +
-• Increase Tech Point Cost by 1+
 Extended Guard: Extended Guard:
-• If the character is occupying a square where they are adjacent to +   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. 
-a creature targeted by weapons fire or a power, the character may +   * Increase cost by 1 Tech point.
-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. +
-==== Submission Net ==== +
-FIXME edit +
- +
-Entangle enemies in an electrified net. +
-Prerequisite: Electronics 8 ranks, Knowledge (physics) 4 ranks, +
-Batarian race, Sentinel class +
-Target: One Target +
-Activation: 1 action +
-Range: Target must be up to 60 feet away +
-Effect: This Power causes an enemy to be completely immovable +
-by an electrified net that attaches to the closest plain surface, +
-either a wall or ground. Armored targets take damage over time. +
-Targets without Plating HP are instead held immovable for short +
-duration, becoming unable to perform any actions except trying +
-to break free (see below). While in Submission Net, targets that are +
-affected by this power’s immovable feature cannot be moved by +
-powers and abilities that force the target to move do not work. +
-The target can save to negate this power’s effects. Once caught, +
-the target can spend 1 action to Strength check against the Net +
-to escape it (net’s Strength check bonus equals Int modifier + +
-this power’s rank). For each additional action spent inside the +
-net, the target gains a +1 bonus on the Strength check. +
-The character must succeed on a ranged touch attack to affect +
-the target. However, the net travels somewhat slower than +
-most projectiles so targets gain double movement bonus +
-to Defense. In case the power failed, either by missing the +
-ranged touch attack or a successful save, the net falls in a +
-random square adjacent to the target and remains there for +
-a maximum number of rounds equal to this power’s rank. +
-If an enemy walks into the square occupied by it, the Net +
-springs and its effects occur normally (though in such +
-occasion no ranged touch attack is required). The net, +
-however, is visible so enemies can see it even when it is +
-simply waiting for a foe to activate it. +
-In ranks 4, 5 and 6, choose one of two different permanent +
-effects at each rank. +
-Cooldown: 4 actions +
-Save: Reflex save negates. DC equals 10 + Electronics +
-ranks divided by 2 + Int mod. +
-Note: Only one Submission Net can exist at each time. +
-If you use this power again while one Submission Net +
-is active, that Submission Net dissipates. If someone +
-tries to grapple the target affected by the Submission +
-Net, that character is automatically affected by the Net +
-for the remaining of this power’s duration (no save +
-allowed and no attack roll is necessary). +
-Rank 1: This power has the following statistics: +
-• Targets without Plating HP remain immovable +
-for 2 actions. +
-Damage dealt if target has Plating HP: 1d8 per +
-action during 3 actions +
-• Cost: 3 Tech points to activate. +
-Rank 2: This power has the following statistics: +
-• Targets without Plating HP remain immovable for +
-2 actions. +
-• Damage dealt if target has Plating HP: 1d8 per +
-action during 3 actions +
-• Cooldown reduced to 3 actions. +
-• Cost: 3 Tech points to activate. +
-Rank 3: This power has the following statistics: +
-• Targets without Plating HP remain immovable 3 +
-actions. +
-• Damage dealt if target has Plating HP: 1d10 per action +
-during 4 actions. +
-• Cooldown reduced to 3 actions. +
-• Cost: 4 Tech points to activate. +
-Rank 4: This power gains one of the following upgrades: +
-Damage: +
-• Damage dealt if target has Plating changed to 2d6 per +
-action during 5 actions. +
-• Increases cost by 1 Tech point. +
-Duration: +
-• Increase immovable duration by 1 action. +
-• Increases cost by 1 Tech point. +
-Rank 5: This power gains one of the following upgrades: +
-Damage and Slow: +
-• Damage dealt if target has Plating changed to 2d8 per +
-action and that target moves at half speed for the duration of +
-this power. +
-• Increases cost by 1 Tech point. +
-Recharge Time: +
-• Reduce power cooldown by 1 action. +
-• Increase cost by 1 Tech point. +
-Rank 6: This power gains one of the following upgrades: +
-Shield and Barrier: +
-• Damage dealt if target has Plating HP increases by 50% against +
-Shield HP. If the target has a Barrier the damage also increases by +
-50% but does not stack with the increased damage to Shield HP +
-caused by this rank. +
-• Increase cost by 1 Tech point. +
-Electric Field: +
-• The electrified net now also deals 1d6 damage per action to all +
-creatures in a 20 ft radius for the duration of this power. +
-• Increase cost by 1 Tech point.+
 ==== Tactical Cloak ==== ==== Tactical Cloak ====
-FIXME edit 
  
 Become invisible for a short period of time. Become invisible for a short period of time.
-Prerequisite: Electronics ranks, Infiltrator class or Turian Agent class +   Prerequisite: Electronics ranks, Infiltrator class 
-Target: Self (D) +   * Target: Self (D) 
-Activation: 1 action +   * Activation: 1 action 
-Effect: Tactical Cloak is a tech power available to Infiltrators or Turian +   * 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. 
-Agents. When activated, it instantly renders the character almost +   * 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).  
-invisible to all enemies and optic senses, making targets flat-footed +   The character can still be felt or even heard.  
-against his attacks. +   Also, powers or weapons that seek nearby characters can still seek the character under the effect of the Tactical Cloak.  
-The character gains a +10 bonus to Hide checks, and while under +   * However, while under the influence of this power, the character cannot use any ability or power that allows him to regenerate shields or HP.  
-this powers effects he must make that check only once (making this +   Using Tech powers while the cloak is in effect removes the Tactical Cloak.  
-check requires no action). Likewise, other characters can attempt +   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). 
-Spot checks to determine if they see the character (these Spot +   * Besides making the character invisible, the cloak also provides a damage bonus to shots made in the attack action that broke the cloak. 
-checks are made normally, so they usually consume 1 action unless +   * Cooldown: 3 actions after the cloak is removed. 
-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, +
-charges a Heavy Weapon or makes any offensive action (the +
-cloak only disappears after the attack, after the power is +
-used, 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.+
 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.
-Cooldown: 3 actions after the cloak is removed. +=== Rank 1 === 
-Rank 1This power has the following statistics: +This power has the following statistics: 
-• Duration: 4 actions. +   * Duration: 4 actions. 
-• Bonus damage to shots: +or +1d6 with sniper rifles. +   * Bonus damage to shots: +or +1d8 with sniper rifles. 
-• Melee damage bonus: +1d4+   * Melee damage bonus: +1d6
-• Cost: 2 tech points to activate. +   * Cost: 2 tech points to activate. 
-Rank 2: This power has the following statistics: +=== Rank 2 === 
-• Duration4 actions. +Changes
-• Bonus damage to shots: +1 or +1d6 with sniper +   * Reduce cooldown to 2 actions. 
-rifles. + 
-• Melee damage bonus: +1d4. +=== Rank 3 === 
-• Reduce cooldown to 2 actions. +Changes
-• Cost: 2 tech points to activate. +   * Duration: 5 actions. 
-Rank 3: This power has the following statistics+   * Melee damage bonus: +1d8
-• Duration: 5 actions. +   * Cost: 3 tech points to activate. 
-• Bonus damage to shots: +1 or +1d6 with sniper +=== Rank 4 === 
-rifles. +This power gains one of the following upgrades: 
-• Melee damage bonus: +1d6. +
-• Reduce cooldown to 2 actions+
-• Cost: 3 tech points to activate. +
-Rank 4This power gains one of the following +
-upgrades:+
 Duration: Duration:
-• Increase duration by 2 actions. +   Increase duration by 2 actions. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Damage: Damage:
-• Increase bonus damage to shots by +or by +1d6 +   Increase bonus damage to shots by +or by +1d8 with sniper rifles. 
-with sniper rifles. +   * Increase melee damage bonus by +1d8
-• Increase melee damage bonus by +1d6+   * Increase cost by 1 tech point. 
-• Increase cost by 1 tech point. +=== Rank 5 === 
-Rank 5This 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. 
-• Increase cost by 1 tech point.+   * Increase cost by 1 tech point.
 Melee Damage: Melee Damage:
-• Melee damage bonus becomes d8 instead of d6 and the +   Melee damage bonus becomes d10 instead of d8 and the melee attack that breaks the cloak has its critical threat range increased by 1. 
-melee attack that breaks the cloak has its critical threat +   * Increase cost by 1 tech point. 
-range increased by 1. +=== Rank 6 === 
-• Increase cost by 1 tech point. +This power gains one of the following upgrades: 
-Rank 6This power gains one of the following upgrades:+
 Bonus Power: Bonus Power:
-• The character can use one power without breaking the cloak. +   The character can use one power without breaking the cloak. Using a second, while the cloak lasts, breaks it. 
-Using a second, while the cloak lasts, breaks it. +   * Increase cost by 1 tech point.
-• Increase cost by 1 tech point.+
 Sniper Damage: Sniper Damage:
-• Increase the critical threat range of sniper rifles, wielded by the +   Increase the critical threat range of sniper rifles, wielded by the character while cloaked, by 1. 
-character while cloaked, by 1. +   * Increase cost by 1 tech point.
-• Increase cost by 1 tech point. +
-==== Tactical Scan ==== +
-FIXME edit+
  
-Reveal weaknesses in defenses, increasing all damage done to the 
-target and slowing its movement speed. 
-Prerequisite: Decryption 8 ranks, Damping 8 ranks, Electronics 8 
-ranks, Hacking 8 ranks, Quarian race 
-Target: One target 
-Range: Target up to 60 ft 
-Activation: 1 full-round action 
-Effect: This power surrounds the enemy with a visible red holographic 
-field. This field constantly provides information about the enemy to the 
-characters omni-tool, allowing him to see how the target is moving and 
-the target’s distance from the omni-tool. In addition, the holographic 
-field slows the enemy down and provides information of weak points, 
-in the target’s defense and movement, to anyone that attacks the 
-target. 
-The character must succeed on a ranged touch attack to affect the 
-target. Each target can only have one Tactical Scan applied to him at 
-any given time. This power cannot be used on Thresher Maws. 
-In ranks 4, 5 and 6, choose one of two different permanent effects at 
-each rank. 
-Cooldown: 2 actions 
-Save: Will save negates this power. DC equals 10 + Hacking ranks 
-divided by 2 + Int mod. 
-Rank 1: This power has the following statistics: 
-• Target has its speed reduced by 5 ft. 
-• Target takes 1d4 points of damage from each power that deals 
-direct damage uses against him. 
-• Attacks made against the target have their critical threat 
-range increased by 1. 
-• Duration: 6 actions 
-• Cost: 5 Tech points. 
-Rank 2: This power has the following statistics: 
-• Target has its speed reduced by 5 ft. 
-• Target takes 1d4 points of damage from each power that 
-deals direct damage uses against him. 
-• Attacks made against the target have their critical threat 
-range increased by 1. 
-• Cooldown reduced to 1 action. 
-• Duration: 6 actions 
-• Cost: 5 Tech points. 
-Rank 3: This power has the following statistics: 
-• Target has its speed reduced by 5 ft. 
-• Target takes 1d4 points of damage from each power 
-that deals direct damage uses against him. 
-• Attacks made against the target have their critical 
-threat range increased by 1. 
-• Cooldown reduced to 1 action. 
-• Duration: 9 actions 
-• Cost: 6 Tech points. 
-Rank 4: This power gains one of the following 
-upgrades: 
-Weapon Damage: 
-• Attacks made against the target deal +1 point of 
-damage per shot or per melee attack. 
-• Increase cost by 1 tech point. 
-Power Damage: 
-• Target takes an additional +1d6 points of 
-damage from each power that deals direct damage 
-uses against him. 
-• Increase cost by 1 tech point. 
-Rank 5: This power gains one of the following 
-upgrades: 
-Headshots: 
-• Critical hits against the target now have their 
-critical multiplier increased by 1. 
-• Increase cost by 2 tech point. 
-Movement Speed: 
-• Target has its speed reduced by another 5 ft. 
-• Increase cost by 2 tech point. 
-Rank 6: This power gains one of the following upgrades: 
-Damage: 
-• Target takes an additional +1d4 points of damage from 
-each power that deals direct damage uses against him. 
-• Attacks made against the target have their critical 
-threat range increased by an additional +1. 
-• Increase cost by 1 tech point. 
-Area Scan: 
-• Duration of this power is increased by 6 actions. 
-• This power now affects enemies up to 10-ft away from the 
-initial target. For each enemy, more Tech points must be paid 
-and the enemies can save to negate this power’s effects. 
-• Increase cost by 1 tech point. 
 ==== Team Support ==== ==== Team Support ====
  
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 === Rank 1 === === Rank 1 ===
  This power has the following statistics:  This power has the following statistics:
-   * Increases Shield HP of allies by an amount equal to 2× the character’s Intelligence modifier.+   * Increases Shield HP of allies by an amount equal to 4× the character’s Intelligence modifier.
    * Cost: 2 tech points to activate.    * Cost: 2 tech points to activate.
 === Rank 2 === === Rank 2 ===
 Changes: Changes:
-   * Allies gain Shield HP regeneration of point per action.+   * Allies gain Shield HP regeneration of point per action.
 === Rank 3 === === Rank 3 ===
 Changes: Changes:
-   * Increases Shield HP of allies by an amount equal to 3× the character’s Intelligence modifier.+   * Increases Shield HP of allies by an amount equal to 6× the character’s Intelligence modifier.
    * Cost: 3 tech points to activate.    * Cost: 3 tech points to activate.
 === Rank 4 === === Rank 4 ===
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 Team Shielding: Team Shielding:
-   * Increases ally Shield HP by an additional amount equal to 2× Intelligence modifier. +   * Increases ally Shield HP by an additional amount equal to 4× Intelligence modifier. 
-   * Increases ally Shield HP regeneration by 1.+   * Increases ally Shield HP regeneration by 2.
    * Increases cost by 2 tech points.    * Increases cost by 2 tech points.
 Tactical Revival: Tactical Revival:
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 Defense Grid: Defense Grid:
-   * Allies gain Shield HP DR 1.+   * Allies gain Shield HP DR 2.
    * Increase cost by 2 tech points.    * Increase cost by 2 tech points.
 Life Support: Life Support:
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  This power has the following statistics:  This power has the following statistics:
    * Character’s armor base Shield HP is increased by 30%.    * Character’s armor base Shield HP is increased by 30%.
-   * Character’s shields gain DR that applies only while the character has Shields. It stacks with other forms of DR the character might have to his/her shields.+   * Character’s shields gain DR 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.     * Cooldown of other powers is increased by 2 actions. 
    * Explosion Radius: 2 squares    * Explosion Radius: 2 squares
-   * Explosion Damage: 2d6+   * Explosion Damage: 3d6
    * Cost: 2 tech points to activate.    * Cost: 2 tech points to activate.
 === Rank 2 === === Rank 2 ===
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 This power has the following statistics: This power has the following statistics:
    * Explosion Radius: 3 squares    * Explosion Radius: 3 squares
-   * Explosion Damage: 3d6+   * Explosion Damage: 4d6
    * Cost: 3 tech points to activate.    * Cost: 3 tech points to activate.
 === Rank 4 === === Rank 4 ===
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    * Increase cost by 1 tech point.    * Increase cost by 1 tech point.
 Stronger Hologram: Stronger Hologram:
-   * Increase DR provided by this power by 1.+   * Increase DR provided by this power by 2.
    * Increase cost by 1 tech point.    * Increase cost by 1 tech point.
  
srb/tech_specialization.1595200128.txt.gz · Last modified: 2020/07/19 16:08 by weby