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ThenThereWereThings

Mass Effect Powers

Feb 6th, 2017
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  1. *TECH*
  2. >Decryption
  3. Cost: 8pts per level
  4. Effect: Grants a +1 per level to skill to decrypt data, and does so in a quarter of the usual time. Also does not require a roll to do so. May be used once per hour, starting from the time at which the hacking is finished. May only be used to decrypt data.
  5. Mechanics: Skill (Computer Hacking) (Cosmic (No Roll) [+100%], Reduced Time 2 [+40%], One Hour Cooldown [-30%], Requires Omni-Tool [-10%], Decryption Only [-10%])
  6.  
  7. >Hacking
  8. Cost: 15pts
  9. Effect: Can only target digital devices. Forces a Quick Contest of your IQ versus the target's Will. If successful, you gain control of the target for up to ten minutes. Has a range of Line of Sight. May only be used once every five seconds.
  10. Mechanics: Mind Control (Digital [-40%], Independant [+40%], Maximum Duration (Ten Minutes) [-50%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%])
  11.  
  12. >Damping
  13. Cost: 20pts per level
  14. Effect: Forces a single electrical thing within 200 yards to make a HT roll at -1 per level beyond the first. On a failure, they are stunned for three seconds. May be used once every five seconds.
  15. Mechanics: Affliction (Malediction 3 [+200%], Maximum Range (-0 Range Penalty) [-50%], Electrical Targets Only [-10%], Requires Omni-Tool [-10%], Obvious [-20%], Takes Recharge (Five Seconds) [-10%])
  16.  
  17. >Cryo Blast
  18. Cost: 55pts per level
  19. Effect: Makes a single attack with the following profile: 1/2D 100, Max 100, Acc 4, RoF 1, Shots N/A, Rcl 1. Forces everything in a 4 yard radius from the point of impact to make HT roll at -1 per level beyond the first. On a failure, they are paralyzed for three seconds. Furthermore, they take 1d of Fatigue damage per level which counts as Freezing damage. May be used once every five seconds.
  20. Mechanics: Affliction (Increased Range (1/2D*10) [+15%], Accuracy +1 [+5%], Incapacitation (Paralysis) [+150%], Radius (4 yard) [+100%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%]); Innate Attack (1d Fatigue, Follow-Up (Affliction) [+100%])
  21.  
  22. >Combat Drone
  23. Cost: 15pts per level
  24. Effect: Summons a single combat drone which lasts until slain. Each user has their own drone, built on 50% of their point total. May be summoned once per five seconds. You may have at most one combat drone active per level. Trying to exceed this number means that the oldest drone immediately falls to -10xHP.
  25. Mechanics: Ally (50%, Always There [x4], Summonable [+100%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%])
  26.  
  27. >Incinerate
  28. Cost: 21pts per level
  29. Effect: Makes a single attack with the following profile: 1/2D 100, Max 100, 1d(3) burning damage per level, Acc 4, RoF 1, Shots N/A, Rcl 1. Has a 4 yard area of effect, and repeats its damage to anyone affected every second for three seconds. May be used once every five seconds.
  30. Mechanics: Innate Attack (1d Burning, (Increased Range (1/2D*10) [+15%], Accuracy +1 [+5%], Radius (4 yard) [+100%], Cyclic (1 Second) [+100%], Increased Duration (3 Seconds) [+20%], Armour Divisor 3 [+100%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%])
  31.  
  32. >Overload
  33. Cost: 4pts
  34. Effect: Makes a single attack with the following profile: 1/2D 100, Max 100, 2 burning surge damage, Acc 4, RoF 1, Shots N/A, Rcl 1. Has a 4 yard area of effect, treats all metal armour as though it were DR 1, and deactivates all unshielded electrical equipment, such as Kinetic Barriers. May be used once every five seconds. This attack does not actually deal any HP damage, and cannot set fire to anything.
  35. Mechanics: Innate Attack (1 Burning, (Increased Range (1/2D*10) [+15%], Accuracy +1 [+5%], Radius (4 yard) [+100%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%], Arcing Surge [+100%], No Incendiary [-20%], Non-Damaging [-50%])
  36.  
  37. >Tactical Cloak
  38. Cost: 20pts
  39. Effect: Turns the user invisible for up to 30 seconds. This invisibility affects machines as well as living beings, but does not affect more unusual senses, such as Radar or Thermographic Vision. This is an electrical effect. May be used once every five seconds. This cooldown starts once the cloak has been deactivated. A successful roll against PER-5 allows one to make out a faint blur where the user is stood.
  40. Mechanics: Invisibility (Affects Machines [+50%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%], Maximum Duration (30 Seconds) [-75%], Resistable (Per-5) [-5%], Temporary Disadvantage (Electrical) [-20%])
  41.  
  42. >Tech Armour
  43. Cost: 5pts per level
  44. Effect: Grants the user 5 points of Ablative Forcefield DR per level. This DR lasts for up to 30 seconds, does not stack with itself and can be activated once per five seconds, with the cooldown starting once the DR has been broken. The use of this power is obvious. This is an electrical effect. When broken, a burst of damage eight yards in radius occurs, dealing 1d crushing surge damage per level with double knockback.
  45. Mechanics: DR (Ablative [-80%], Absorbtion (Burst On Break only) [+80%], Force Field [+20%], Obvious [-10%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%], Maximum Duration (30 Seconds) [-75%], Temporary Disadvantage (Electrical) [-20%]); Innate Attack (1d Crushing, Emanation [-20%], 8 Yard Radius [+150%], Double Knockback [+20%], One Use [-120%], Trigger (DR Break) [-20%], Accessability (DR Break) [-20%], Unconcious Only [-20%], Uncontrolable [-30%], Reflexive [+40%], Surge [+20%], Reduced Time 1 [+20%])
  46.  
  47. >Sentry Turret
  48. Cost: 10pts per level
  49. Effect: Summons a single sentry turret which lasts until slain. Each user has their own turret, built on 50% of their point total. The turret must have the Sessile Disadvantage. May be summoned once per five seconds. You may have at most one turret active per level. Trying to exceed this number means that the oldest turret immediately falls to -10xHP.
  50. Mechanics: Ally (50%, Almost Always There [x3], Summonable [+100%], Requires Omni-Tool [-10%], Takes Recharge (Five Seconds) [-10%])
  51.  
  52. *BIOTICS*
  53. >Barrier
  54. Cost: 1pt per level
  55. Effect: Grants the user 1 point of Ablative Forcefield DR per level. This DR lasts for up to 30 seconds, does not stack with itself and costs 1 FP to activate.
  56. Mechanics: DR (Ablative [-80%], Force Field [+20%], Obvious [-10%], Maximum Duration (30 Seconds) [-75%], Biotic [-10%], Costs 1 FP [-5%])
  57.  
  58. >Lift/Throw/Pull/Slam
  59. Cost: 1pt per level
  60. Effect: Grants the user 1 ST of Telekinesis per level. This Telekinesis costs 2FP to activate and 1FP per minute beyond the first. It can be active for at most ten minutes, and cannot be used for anything requiring fine control
  61. Mechanics: Telekinesis (Obvious [-20%], Biotic [-10%], Costs 2 FP [-10%], Maximum Duration (Ten Minutes) [-50%], Temporary Disadvantage (No Fine Manipulators) [-20%])
  62.  
  63. >Singularity
  64. Cost: 13pts per level
  65. Effect: Makes a single attack with the following profile: 1/2D 100, Max 100, 1d crushing damage per level, Acc 4, RoF 1, Shots N/A, Rcl 1. Has a 4 yard area of effect, does not deal any damage and deals double knockback, with the direction of knockback reversed. The area of effect lasts for ten seconds, and spreads from this area as though it were an explosion. This costs 2 FP per use.
  66. Mechanics: Innate Attack (1d Crushing, Increased Range (1/2D*10) [+15%], Accuracy +1 [+5%], Radius (4 yard) [+100%], Persistent [+40%], Explosive 1 [+50%], Non-Damaging [-50%], Double Knockback [+20%], Biotic [-10%], Costs 2 FP [-10%])
  67.  
  68. >Stasis
  69. Cost: 35pts per level
  70. Effect: Forces a single thing within 200 yards to make a HT roll at -1 per level beyond the first. On a failure, they are paralyzed for six seconds, and take half damage from all sources. This ability costs 3 FP to use.
  71. Mechanics: Affliction (Malediction 3 [+200%], Paralysis [+150%], Increased Duration (x2) [+20%], Maximum Range (-0 Range Penalty) [-50%], Obvious [-20%], Biotic [-10%], Costs 3 FP [-15%], Target Gets Temporary Advantage (Damage Resistance Factor 2) [-25%])
  72.  
  73. >Warp
  74. Cost: 16pts per level
  75. Effect: Makes a single attack with the following profile: 1/2D 100, Max 100, 1d (2) crushing damage per level, Acc 4, RoF 1, Shots N/A, Rcl 1. Has a 4 yard area of effect, deals double knockback and causes anyone struck to take double damage from all sources for ten seconds. This ability costs 2 FP to use.
  76. Mechanics: Innate Attack (1d Crushing, Increased Range (1/2D*10) [+15%], Accuracy +1 [+5%], Radius (4 yard) [+100%], Armour Divisor 2 [+50%], Double Knockback [+20%], Biotic [-10%], Costs 2 FP [-10%], Side Effect (Disadvantage (Vulnerability To All X2), No Roll [+100%], Reduced Duration (10 seconds) [-100%]) [+50%]
  77.  
  78. >Charge
  79. Cost: 7pts per level
  80. Effect: Causes the user's ground to be multiplied by 2 to the power of the number of the number of levels in this ability for the next three seconds. Any movement made during this time must be in a straight line. If, during this time, they strike an enemy, they may use their move score in place of their Strength score for damage, and add collision damage to the damage of the attack. The movement multiplier is immediately ended if they make such an attack. This ability costs 2 FP to use.
  81. Mechanics: Enhanced Move (Ground, No Accelleration [+50%], No Turning [-50%], Maximum Duration (Three Seconds) [-100%], Biotic [-10%], Costs 2 FP [-10%], Link (Innate Attack) [+10%], Cancels On Impact [-10%]); Innate Attack (1 Crushing, ST-Based [+100%], Melee (C) [-30%], Accessability (Only On Imapct) [-10%], Biotic [-10%], Obvious [-20%])
  82.  
  83. >Shockwave
  84. Cost: 12pts per level
  85. Effect: Makes a single attack with the following profile: 1/2D 10, Max 10, 1d (2) crushing damage per level, Acc 4, RoF 10, Shots N/A, Rcl 1. This attack effects a cone with a maximum width of 5 yards, and does double knockback. This ability costs 2 FP to use.
  86. Mechanics: Innate Attack (1d Crushing, Reduced Range (Max/10) [-15%], Accuracy +1 [+5%], Cone (5 yard terminus) [+100%], Armour Divisor 2 [+50%], Double Knockback [+20%], Biotic [-10%], Costs 2 FP [-10%]
  87.  
  88. >Nova
  89. Cost: +1pts per level
  90. Effect: The cost of Nova directly increases the cost of Barrier, and requires the user to have access to that ability. When the DR granted by Barrier is broken, the user may immediately and reflexively spend 1 FP. If they do, they deal crushing damage equal to the DR that the Barrier ability grants in a 4 yard radius around themselves. For example, if they had eighteen levels of Barrier, this ability would deal 18 crushing damage. This damage has double knockback.
  91. Mechanics: For Barrier: Add Abosrbtion (Breaker Burst Only) [+80%]; Innate Attack (1 Crushing, Trigger (Barrier being broken) [-10%], Accessability (On Barrier break [-10%]), 4 Yard Radius [+100%], Double Knockback [+20%], Biotic [-10%], Obvious [-10%], Costs 1 FP [-5%], Reflexive [+40%])
  92.  
  93. >Reave
  94. Cost: 90pts
  95. Effect: Forces a single thing within 200 yards to make a HT roll at -1 per level beyond the first. On a failure, they take damage as though the user swung at them with an unarmed attack, though the user's Will is used in place of Strength. Any damage caused by this attack is restored as heath to the user, counts as incendiary damage and ignores all forms of DR. This ability costs 5 FP to use.
  96. Mechanics: Leech (ST-Based [+100%], Based On Will [+20%], Malediction 3 [+200%], Range (-0 Range Penalty) [-50%], Obvious [-20%], Biotic [-10%], Costs 5 FP [-25%], 1:1 Restoration [+25%], Incendiary [+20%])
  97.  
  98. >Dominate
  99. Cost: 35pts
  100. Effect: Can only target non-digital devices. Forces a Quick Contest of your IQ versus the target's Will. If successful, you gain control of the target for up to ten minutes. Has a range of Line of Sight. Costs 2 FP to initially use and 1 FP per minute beyond the first.
  101. Mechanics: Mind Control (Independant [+40%], Maximum Duration (Ten Minutes) [-50%], Costs 2 FP [-10%], Biotic [-10%])
  102.  
  103. *AMMO*
  104.  
  105. >Incendiary Rounds
  106. Cost: 8pts
  107. Effect: For 30 seconds, your bullets deal an additional one burning damage. In addition, anyone dealt damage after DR by them takes one point of burning damage every second for five seconds. This can be activated once per five seconds, with the cooldown starting once the initial 30 seconds are up. Cannot be used with other specialist ammo.
  108. Mechanics: Innate Attack (Burning, 1 point, Link (Any Bullet-Based Weapon) [+50%], Maximum Duration (30 seconds) [-75%], Takes Recharge (Five Seconds) [-10%], Not Compatible With Other Specialist Ammo [-5%])
  109. Follow-Up Innate Attack (Burning, 1 point, Follow-Up (Above) [+0%], Cyclic (1 second, 5 cycles) [+500%])
  110.  
  111. >Cryo Rounds
  112. Cost: 26pts
  113. Effect: For 30 seconds, your bullets deal an additional one fatigue damage. In addition, anyone dealt damage after DR by them makes a HT roll. On a failure, they are paralyzed for three seconds. This can be activated once per five seconds, with the cooldown starting once the initial 30 seconds are up. Cannot be used with other specialist ammo.
  114. Mechanics: Innate Attack (Fatigue, 1 point, Link (Any Bullet-Based Weapon) [+50%], Maximum Duration (30 seconds) [-75%], Takes Recharge (Five Seconds) [-10%], Not Compatible With Other Specialist Ammo [-5%])
  115. Follow-Up Affliction (Follow-Up (Above) [+0%], Incapacitation (Paralysis) [+150%])
  116.  
  117. >Disruptor Rounds
  118. Cost: 21pts
  119. Effect: For 30 seconds, your bullets have an armour divisor of two against things other than Biotic Barriers and deal an additional 1d burning damage which can shut down electrical effects as per the Surge modifier. Anyone dealt damage by this takes an additional 1d of Huge Piercing damage, doubled to 2d against synthetic-likes. This can be activated once per five seconds, with the cooldown starting once the initial 30 seconds are up. Cannot be used with other specialist ammo.
  120. Mechanics: Innate Attack (Burning, 1d, Link (Any Bullet-Based Weapon) [+50%], Maximum Duration (30 seconds) [-75%], Takes Recharge (Five Seconds) [-10%], Not Compatible With Other Specialist Ammo [-5%], Armour Divisor 2 (Doesn't affect Biotic Barriers [-20%]) [+40%], Surge [+20%])
  121. Follow-Up Innate Attack (Huge Piercing, 2d, Follow-Up (Above) [+0%], Full Effect Against Synthetics [-20%])
  122.  
  123. >Warp Rounds
  124. Cost: 21pts
  125. Effect: For 30 seconds, your bullets have an armour divisor of two against things other than Tech Armour and deal an additional 1d crushing damage which has double knockdown. Anyone dealt damage by this takes an additional 1d of Huge Piercing damage, doubled to 2d against biologicals. This can be activated once per five seconds, with the cooldown starting once the initial 30 seconds are up. Cannot be used with other specialist ammo.
  126. Mechanics: Innate Attack (Burning, 1d, Link (Any Bullet-Based Weapon) [+50%], Maximum Duration (30 seconds) [-75%], Takes Recharge (Five Seconds) [-10%], Not Compatible With Other Specialist Ammo [-5%], Armour Divisor 2 (Doesn't affect Tech Armour [-20%]) [+40%], Surge [+20%])
  127. Follow-Up Innate Attack (Huge Piercing, 2d, Follow-Up (Above) [+0%], Full Effect Against Biologicals [-20%])
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