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The term Tech refers to abilities related with electronic and biological systems. These abilities don’t derive from special features of a character’s body, they are trained and learned through a character’s life and career. Tech abilities are based around reverse engineering, hacking technologies or biology knowledge. Tech powers are deployed with omni-tools.
Only some classes allow a character to improve his Tech powers by providing Tech Specialization. These allow the character to gain specializations, gaining new ranks in Tech powers, thus use a specific Tech power. A character can also take the Extra Tech Training feat to gain one extra rank in one Tech power. The same feat may be chosen several times, each time improving the ranks in a Tech power by 1 (provided the character meets the prerequisites to gain the rank).
Alternatively, a character can take the Simple Tech Training to gain access to a single Tech power, which is a valuable feat for characters of classes that provide no Tech powers but wish to use Techs.
A character increases his ranks in a specific Tech power by spending one tech specialization to increase his rank by one step for that power. All characters are considered to start with 0 ranks in all Tech powers. Until the Rank 1 in a Tech power is gained, characters are not allowed to use that power. Once a rank is attained, the character can still choose to use a lesser rank of that power. He can also decide the lower the statistics of the power’s rank he is using (such as damage, area or effect, etc) but not cooldown or the tech point cost of the rank he uses.
Tech powers have prerequisites that have to be met in order to gain the 1st rank in a specific Tech power. The prerequisites are present in each Tech power description, below. To gain additional ranks, only skill prerequisites must be met, which increase by 2 for each additional rank beyond 1st. Thus the 5th rank in AI Hacking requires the character to have 10 ranks in the Hacking skill.
Tech powers possess a Tech Cooldown. This cooldown represents the amount of time during which no Tech use can use Tech powers. Tech Cooldown only kicks-in once the power is used, unless otherwise stated, or once certain conditions are met.
Some Tech powers also have “maintenance”. Maintenance removes tech points from a character’s biotic points pool for as long as a power with maintenance is active. If during an encounter the character performs something to recover points, the points reserved to maintenance return only after the powers with maintenance have been removed or dismissed.
Some Tech powers can be dismissed with 1 free action. These present a (D) in the target entry. The following provides information about each power. In the table below is also a list and short description of each power.
The Engineer’s, Infiltrator’s, Sentinel’s and Scientist’s tech points are equal to her (Intelligence modifier+1) times Class level (minimum of 1).
The Engineer, being fully focused on tech gets +1 additional tecb point/engineer level.
At the start of each encounter, the the tech has a number of Tech points as mentioned above. If those points are expended during an encounter, she can no longer use tech powers for the remaining of the encounter’s duration. At the end of the encounter, she regains all lost tech points.
By spending 2 actions, the Tech can recover a number of Tech points equal to her Wisdom modifier. She can do this any number of times per encounter. Doing so provokes attacks of opportunity. If any damage is dealt to her Shields, Plating or her Hit Points, the entire effort is expended without effect.
The sentinel also recovers biotic points with the same recovery action.
| Tech Powers | Description | 1st rank Skill Requirement |
|---|---|---|
| AI Hacking | Hack a synthetic or mech to have it attack its allies | Computers 2 ranks |
| Combat Drone | Deploy an holographic drone that attacks on its own | Electronics 4 ranks, Engineer |
| Cryo Blast | Launch a blast that can freeze the target | Electronics 3 ranks |
| Adhesive Mine | Deploy a small tech-mine that explodes into a sticky substance when enemies are near. | Electronics 3 ranks, ability to use Cryo Blast |
| 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 |
| 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 |
| Neural Shock | Paralyze the target | Medicine 3 ranks, Life sciences 3 ranks |
| Overload | Deal damage to Shield HP, synthetics or mechs | Electronics 1 rank |
| Proximity Mine | Deploy a mine that explodes when enemies are near | Electronics 5 ranks |
| Sabotage | Overheat target’s weapons | Engineering 1 rank |
| Sentry Turret | Deploy a small stationary turret that attacks on its own | Electronics 3 ranks, Engineer class |
| Shield Block | Create a a shield that increases defense | Electronics 1 rank, Proficiency with Medium Armor |
| 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 |
| Tech Armor | Create a protective armor | Electronics 1 rank,Sentinel class |
Adhesive Mine Deploy a small tech-mine that explodes into a sticky substance when enemies are near. Prerequisite: Electronics 3 ranks, ability to use Cryo Blast Target: Creatures in area Activation: 1 action Range: Target area up to 60 ft 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 5-ft square. 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 20-ft 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. Cooldown: 2 actions 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: This power has the following statistics: • Balance check DC 11 + Electronics ranks divided by 2 + Int modifier. • Freeze lasts for 2 actions. • Cooldown reduced to 1 action. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Balance check DC 12 + Electronics ranks divided by 2 + Int modifier. • Freeze lasts for 3 actions. • Cooldown reduced to 1 action. • Cost: 2 tech points to activate. Rank 4: This power has the following statistics: • Balance check DC 13 + Electronics ranks divided by 2 + Int modifier. • Freeze lasts for 3 actions. • Cooldown reduced to 1 action. • Cost: 2 tech points to activate. 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: Hacking 2 ranks Target: Targets in the area Activation: 1 action Range: Target up to 60 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Save: Will save negates. DC equals 10 + Hacking ranks divided by 2 + Int modifier. Rank 1: This power has the following statistics: • Lasts for 3 actions. • Area Radius: 5 ft. • Cost: 2 tech point to activate. Rank 2: This power has the following statistics: • Lasts for 3 actions. • Area Radius: 5 ft. • Cooldown reduced to 3 actions. • Cost: 2 tech point to activate. Rank 3: This power has the following statistics: • Lasts for 3 actions. • Area Radius: 10 ft. • Cooldown reduced to 3 actions. • 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 5. Rank 5: This power gains one of the following upgrades: Explosive Hack: • If affected targets are destroyed, while this power last, they deal 3d6 points of damage to any creature within 10 ft. • 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 10 ft 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 1d6 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 or Quarian Machinist class 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 100-ft away from the character and performs no
other actions than attacking the character’s enemies. If the character manages to move away from the drone, increasing the distance between each beyond 100 ft, the drone stops any action and starts moving towards the character. If the drone is not within 100 ft 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 10 ft 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. Cooldown: 4 actions after previous Combat Drone has disappeared or was destroyed. Rank 1: This power has the following statistics: • Drone has a Defense of 15. • Drone has 20 Shield HP. • Drone has an attack range of 20 ft • Drone has an attack bonus equal to character’s Int modifier × 2. • Drone deals 2d6 damage per attack. • Drone can move at a speed of 20 ft. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Drone has a Defense of 17. • Drone has 25 Shield HP. • Drone has an attack range of 20 ft • Drone has an attack bonus equal to character’s Int modifier × 2. • Drone deals 2d6 damage per attack. • Drone can move at a speed of 20 ft. • Cooldown is reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Drone has a Defense of 17. • Drone has 30 Shield HP. • Drone has an attack range of 20 ft • 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 20 ft. • Cooldown is reduced to 3 actions. • 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 10 ft. • 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 10 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 20 ft. • 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 20 ft 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 60 ft 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. 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. Cooldown: 4 actions Save: Fortitude save negates. DC equals 10 + Electronics ranks divided by 2 + Int modifier. Rank 1: This power has the following statistics: • Duration of freeze and chill: 1 action. • Chilled character’s speed is reduced by 5 ft. • Radius: target is frozen, adjacent creatures are chilled. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Duration of freeze and chill: 1 action. • Chilled character’s speed is reduced by 5 ft. • Radius: target is frozen, adjacent creatures are chilled. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Duration of freeze and chill: 1 action. • Chilled character’s speed is reduced by 10 ft. • Radius: target is frozen, adjacent creatures are chilled. • Cooldown reduced to 3 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: • Enemies up to 10 ft 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 5 ft. Cryo Explosion: • Creatures frozen or chilled by this power have their armor DR reduced by 1. 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 1. • Characters with Plating take 1 additional damage per shot made against them. • Increase cost by 1 biotic point. Defense Drone Create a solid holographic sphere to defend you from nearby enemies. Prerequisite: Electronics 4 ranks, Quarian Machinist class Activation: 1 action Effect: This power summons forth a stationary drone that fights for the character. No more than one Defense Drone can be active at any given time. After the drone is deployed, the character suffers a blowback that messes up his computers and omnitool, imposing the cooldown time of this power. Unlike a Combat Drone, this drone cannot be destroyed by enemies. In addition, it is always around the character’s head (at a distance of 1 ft as not to disturb the character), so it appears and occupies the character’s space. This drone attacks once in the character’s turn, and it attacks by electrocuting one enemy within range. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 2 actions. Rank 1: This power has the following statistics: • Drone has an attack range of 15 ft • Drone has an attack bonus equal to character’s Int modifier × 3. • Drone deals 1d6+1 damage. • Drone remains active for 10 actions. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Drone has an attack range of 15 ft • Drone has an attack bonus equal to character’s Int modifier × 3. • Drone deals 1d6+1 damage. • Drone remains active for 10 actions. • Reduce cooldown by 1 action. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Drone has an attack range of 15 ft • Drone has an attack bonus equal to character’s Int modifier × 3. • Drone deals 2d6+2 damage. • Drone remains active for 10 actions. • Reduce cooldown by 1 action. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Duration: • Increase drone’s duration by 10 actions. Range: • Increase drone’s range by 5 ft. Rank 5: This power gains one of the following upgrades: Attack Rate: • The drone can now attack +1 additional target within range. • Increase cost by 1 tech point. Damage & Range: • Increase drone’s attack range by 5 ft. • Increase drone’s damage by 1d6+1. • Increase cost by 1 tech point. Rank 6: This power gains one of the following upgrades: Incapacitate: • The drone’s attack have a 30% chance of knocking down the target. • Increase cost by 1 tech point. Chain Lightning: • The drone can now attack +1 additional target within range. • Increase cost by 1 tech point. Disruptor Disrupt target’s tech and biotic abilities. Prerequisite: Damping 3 ranks Target: Targets in area Activation: 1 action Range: Area up to 60 ft 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. 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. Cooldown: 7 actions Save: Will save negates the daze effect. DC equals 10 + Damping ranks divided by 2 + Int modifier. Rank 1: This power has the following statistics: • Area affected: 10 ft radius. • Duration: 3 actions. • Dazes for 1 action. • Cost: 3 tech points to activate. Rank 2: This power has the following statistics: • Area affected: 10 ft radius. • Duration: 3 actions. • Dazes for 1 action. • Cooldown reduced to 6 actions. • Cost: 3 tech points to activate. Rank 3: This power has the following statistics: • Area affected: 15 ft radius. • Duration: 3 actions. • Dazes for 1 action. • Cooldown reduced to 6 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: • Increase affected area radius by 5 ft. • 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 5 ft. • 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: Electronics 7 ranks, Damping 7 ranks, Decryption 7 ranks Target: Enemies in area Activation: 1 action 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. No ranged attack is required. Cooldown: 3 actions Rank 1: This power has the following statistics: • Area affected: 5 ft radius centered on the target. • Damage dealt to Shields: 4d6. • Character gains: 50% of damage dealt as Shield HP. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Area affected: 5 ft radius centered on the target. • Damage dealt to Shields: 4d6. • Character gains: 50% of damage dealt as Shield HP. • Cooldown reduced to 2 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Area affected: 5 ft radius centered on the target. • Damage dealt to Shields: 5d6. • Character gains: 50% of damage dealt as Shield HP. • Cooldown reduced to 2 actions. • 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. Hunter Mode 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 Launch a blast of high-explosive plasma towards a target. Prerequisite: Electronics 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away. Effect: A high-explosive plasma round fired from the user’s omni-tool 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 4 actions Rank 1: This power has the following statistics: • Damage dealt: 2d8 + 1d8 per action while in flames. • Damage dealt to Plating: +50%. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Damage dealt: 2d8 + 1d8 per action while in flames. • Damage dealt to Plating: +50%. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Damage dealt: 3d8 + 1d8 per action while in flames. • Damage dealt to Plating: +50%. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d8. • 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 1d8. • 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: Damping 5 ranks, Decryption 5 ranks, Hacking 5 ranks Target: Area Activation: 1 action Range: Target area must be up to 60 ft away. 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 8 actions Rank 1: 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 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. • Area radius: 10 ft. • Effect lasts for 5 actions. • Cost: 4 tech points to activate. Rank 2: 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 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. • Area radius: 10 ft. • Effect lasts for 5 actions. Cooldown is reduced to 7 actions. • Cost: 4 tech points to activate. Rank 3: 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 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. • Area radius: 15 ft. • Effect lasts for 7 actions. • Cooldown is reduced to 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 +10 ft. • 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 +15 ft. • 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 2. • Increases cost by 2 tech points Sabotage: • Affected creatures suffer a -1 penalty on all damage rolls made with 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 5 ranks, Knowledge (biology) 5 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. 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. Rank 1: This power has the following statistics: • Duration of paralysis: 1 action. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Duration of paralysis: 1 action. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Duration of paralysis: 2 actions. • Cooldown reduced to 3 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 2 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 3 actions Save: Will save negates the stun effect. DC equals 10 + Electronics ranks divided by 2 + Int modifier. Rank 1: This power has the following statistics: • Damage done to Shields HP, synthetics and mechs: 2d6. • Damage done to organics 1d6. • Stunning duration: 1 action. • Cost: 1 tech point to activate. Rank 2: This power has the following statistics: • Damage done to Shields HP, synthetics and mechs: 3d6. • Damage done to organics 1d6. • Stunning duration: 1 action. • Cooldown reduced to 2 actions. • Cost: 1 tech point to activate. Rank 3: This power has the following statistics: • Damage done to Shields HP, synthetics and mechs: 4d6. • Damage done to organics 1d8. • Stunning duration: 1 action. • Cooldown reduced to 2 actions. • Cost: 2 tech point to activate. Rank 4: This power gains one of the following upgrades: Chain Overload: • Hit one additional creature within 15 ft of the target. Damage: • Increase damage to Shields HP, synthetics and mechs by 2d6. 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 15 ft of the target. • Increase cost by 1 tech point. Shield Damage: • Increase damage done to Shield HP, synthetics and mechs by 2d6. • 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 60 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 2 actions Save: Reflex save halves damage. DC equals 10 + Electronics ranks divided by 2 + Int modifier. Rank 1: This power has the following statistics: • Area radius that triggers the mine: 5 ft. • Damage: 3d8. • Blast Radius: 10 ft. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Area radius that triggers the mine: 5 ft. • Damage: 3d8. • Blast Radius: 10 ft. • Cooldown reduced to 1 action. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Area radius that triggers the mine: 5 ft. • Damage: 4d8. • Blast Radius: 10 ft. • Cooldown reduced to 1 action. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Damage: • Increase damage by 1d8. Blast Radius: • Increase blast area radius by 5 ft. 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 10 ft for 6 actions. • Increase cost by 1 tech point. Rank 6: This power gains one of the following upgrades: Damage: • Increase damage by 2d8. • Increase cost by 1 tech point. Trigger Area & Blast Radius: • Increase the radius of the area that triggers the mine by 5 ft. • Increase blast area radius by 5 ft. • Increase cost by 1 tech point. Sabotage Overheat the target’s weapons or an explosive container. Prerequisite: Decryption 3 ranks Target: One target Activation: 1 action Range: Target must be up to 60 ft away 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 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 permanent effects at each rank. Save: Will save negates. DC equals 10 + Decryption ranks divided by 2 + Int modifier. Cooldown: 4 actions Rank 1: This power has the following statistics: • Duration: 1 action. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Duration: 1 action. • Cooldown reduced to 3 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Duration: 2 actions. • Cooldown reduced to 3 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 3d6 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 5 ranks, Engineer class or Quarian Machinist class. Activation: 1 action Range: Turret must be placed at up to 20 ft away Effect: This power allows the character to send a small device that floats 3 ft in the air 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 20 ft away. Also like the Combat Drone, it cannot be at a distance higher than 100 ft from the character. Since it cannot move, if 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 effects at each rank. Cooldown: 4 actions Rank 1: This power has the following statistics: • Turret has a Defense of 10. • Turret has 30 Shield HP. • Turret has an attack range of 50 ft • Turret has an attack bonus equal to character’s Int modifier × 2. • Turret deals 1d8+1 damage per attack. • Cost: 1 tech points to activate. Rank 2: This power has the following statistics: • Turret has a Defense of 10. • Turret has 35 Shield HP. • Turret has an attack range of 50 ft • Turret has an attack bonus equal to character’s Int modifier × 2. • Turret deals 1d8+1 damage per attack. • Reduce cooldown to 3 actions. • Cost: 1 tech points to activate. Rank 3: This power has the following statistics: • Turret has a Defense of 10. 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 4: This power gains one of the following upgrades: Shield & Damage: • Increase turret’s shields by 10. • Increase turret damage by 1d8+1. • 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 2d8 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 20 ft. • Increase turret damage by 1d8+1. • 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 20 ft. • 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 4d6 points of damage. • Creatures in flames take 1d6 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 3 ranks, 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 3 actions after dismissal. Save: Fortitude save negates knockback effect. DC equals 10 + 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 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: +1d6. This 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: 2 Tech Points Rank 2: This power has the following statistics: • Character gains +2 cover bonus for the duration of this power. • Melee bonus damage: +1d6. This 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: 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 4: This power gains one of the following upgrades: Resilient: • Increase Cover bonus, provided by this power, by 1. • Increase Shield DR by 1 • 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 1 Repulsive: • Melee bonus damage increases to +2d8. This damage is multiplied on critical hits. • On a successful melee strike: 10 ft 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 1 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. Submission Net 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 Become invisible for a short period of time. Prerequisite: Electronics 4 ranks, Infiltrator class or Turian Agent class Target: Self (D) Activation: 1 action Effect: Tactical Cloak is a tech power available to Infiltrators or Turian Agents. 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, 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 effects at each rank. Cooldown: 3 actions after the cloak is removed. Rank 1: This power has the following statistics: • Duration: 4 actions. • Bonus damage to shots: +1 or +1d6 with sniper rifles. • Melee damage bonus: +1d4. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Duration: 4 actions. • Bonus damage to shots: +1 or +1d6 with sniper rifles. • Melee damage bonus: +1d4. • Reduce cooldown to 2 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Duration: 5 actions. • Bonus damage to shots: +1 or +1d6 with sniper rifles. • Melee damage bonus: +1d6. • Reduce cooldown to 2 actions. • 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 +1 or by +1d6 with sniper rifles. • Increase melee damage bonus by +1d6. • 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 d8 instead of d6 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. Tactical Scan 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 Improves defenses and support for the whole squad through kinetic barrier generator and hardsuit enhancements. Prerequisite: Decryption 4 ranks, Electronics 4 ranks, Knowledge (technology) 4 ranks, Knowledge (tactics) 2 ranks, Repair 4 ranks Target: All allies within 30 ft 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 30 ft of the character. Once the power is activated, they retain the bonuses provided they don’t move more than 100 ft 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. In ranks 4, 5 and 6, choose one of two different permanent effects at each rank. Cooldown: 3 actions. Cooldown is also applies after this power is dismissed. Rank 1: This power has the following statistics: • Increases Shield HP of allies by an amount equal to 2× the character’s Intelligence modifier. • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Increases Shield HP of allies by an amount equal to 2× the character’s Intelligence modifier. • Allies gain Shield HP regeneration of 1 point per action. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Increases Shield HP of allies by an amount equal to 3× the character’s Intelligence modifier. • Allies gain Shield HP regeneration of 1 point per action. • 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, using the same Medi-Gel kit (both are healed the same amount). • 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 2× Intelligence modifier. • Increases ally Shield HP regeneration by 1. • Increases cost by 2 tech points. Tactical Revival: • While this power is active, whenever an ally within range of the character’s First Aid Dispenser falls to 0 or less HP, the character can choose to immediately spend 1 Medi-Gel 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 1. • Increase cost by 2 tech points. Life Support: • Allies without Shield HP gain regeneration equal to the Intelligence modifier of the character, as long as the character has at least 1 Medi-Gel kit. • Increase cost by 2 tech points. Tech Armor Create a protective armor around yourself. Prerequisite: Electronics 3 ranks, 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. 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. 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. Rank 1: This power has the following statistics: • Character’s armor base Shield HP is increased by 30%. • Character’s shields gain DR 1 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. This includes the following abilities as well: First Aid and Shield Boost. • Explosion Radius: 10 ft. • Explosion Damage: 2d6 • Cost: 2 tech points to activate. Rank 2: This power has the following statistics: • Character’s armor shields are increased by 30%. • Character’s shields gain DR 1 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. This includes the following abilities as well: First Aid and Shield Boost. • Explosion Radius: 10 ft. • Explosion Damage: 2d6 • Reduce cooldown of this power to 2 actions. • Cost: 2 tech points to activate. Rank 3: This power has the following statistics: • Character’s armor shields are increased by 30%. • Character’s shields gain DR 1 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. This includes the following abilities as well: First Aid and Shield Boost. • Explosion Radius: 15 ft. • Explosion Damage: 3d6 • Reduce cooldown of this power to 2 actions. • Cost: 3 tech points to activate. Rank 4: This power gains one of the following upgrades: Damage & Radius: • Increase explosion radius by 5 ft. • 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 1. • Increase cost by 1 tech point.