Mass: the Effecting/Hard-Won Experience
 Hard-Won Experience
In Mass: The Effecting, your character possesses one of the six Archetype minor templates. As well as a special active and passive ability, this template gives your character a number of points to spend on Biotic, Combat Training and Tech talents, marking them out through their exceptional capabilities.
Each type of Archetype talent is distinct from the other two. Biotic talents are potent, specific uses of biotic power, draining to use but devastating in effect. Combat Training talents passively enhance a character's existing abilities or open up new options in combat. Tech talents grant a great deal of flexibility through high-performance omni-tool programmes that augment and aid one of four skills – Engineering, Interfacing, Medicine and Science.
Each talent category is actually made up of 4 talents – so the Combat Training talents are Assault, Command, Guardian and Tactical. Your character can have up to 5 dots in a particular talent.
While your character's starting talent allocation is constrained by their Archetype, you can purchase any kind of talent for them with your character's experience points as the chronicle progresses. An Adept can acquire Combat Training talents to help them survive the battles they keep finding themselves in, and a Soldier can pick up some Tech programming tricks. However, if you wish to purchase Biotic talents with a non-Biotic Archetype, you should either make some concession to this in your starting character concept (such as the character having biotic potential but never getting the implants or training to use it) or something should have happened to enable this. Non-biotic individuals are simply unable to spontaneously start using biotic powers due to the way biotics work in the Mass Effect setting.
The experience cost for buying dots in a talent with experience points is equal to new dots x 5. If your Archetype has only one category of talent, then the cost of buying dots in that category is new dots x 3. If your Archetype has two categories of talent, then the cost of buying dots in those categories is new dots x 4.
For example, a Soldier who wishes to increase their Command Training purchases at new dots x 3, as Command is a Combat Training talent and the Soldier Archetype only has the Combat Training category. A Vanguard who wishes to increase their Command Training or Integration Discipline talents purchases at new dots x 4, since the Vanguard Archetype has the Combat Training and Biotic categories. Both Soldier and Vanguard pay new dots x 5 for Tech talents, as neither has the Tech category.
 Biotic Talents
Biotics are capable of controlling mass effect fields due to nodules of element zero in their bodies. This can grant them tremendous power, but requires the use of implants and biotic amps to fully exploit. Biotic use also comes at a cost – it puts a huge drain on the user's metabolism, increasing their energy intake needs by a ferocious amount and building up static charge in their bodies to sometimes dangerous levels.
The different biotic talents are referred to as Disciplines. The four Disciplines are Distortion, Esoterics, Integration and Kinetics. Each point in a Discipline allows the character to pick a single power from the Discipline's list, granting the character the capability to use that power at will. These powers are picked when the dots are acquired and cannot be changed.
Using Biotic Powers: Using a biotic power usually involves rolling a dice pool of Resolve plus the character's dots in the relevant Discipline, with a variety of effects depending on the power in question. Using a power also requires that a cost be paid. This cost is in points of Bashing damage or Willpower, and possibly both. Points of Armour rating do not reduce the amount of damage taken from using biotic powers.
Unless otherwise noted, using a biotic power is an instant action. Biotic powers that target characters or locations other than the biotic themselves require line of sight.
Biotic powers require at least some freedom of movement to act, as biotic users are trained to use mudras to activate their implants and nervous systems in particular ways. Restraining a biotic is an effective way to prevent them from using their capabilities.
Boosting Biotic Powers: A biotic character can choose to boost a power, pushing themselves to the limit to empower themselves further. This increases the cost of the power, as noted in the boost's entry.
Willpower Points and Biotic Powers: Willpower points spent to activate or boost a biotic power do not count towards the one point of Willpower that a character can normally spend per turn to increase their dice pool or defences. A character could conceivably activate a biotic power that costs 1 point of Willpower, its boost that costs another point of Willpower and then spend their one point of Willpower per turn for a +3 bonus to the activation dice pool.
Kinetics and Countering: A biotic may choose to spend their turn's action countering the Kinetic abilities of another biotic within 25 yards. If they do so, they may take no other action but inflict a penalty on all Kinetic power rolls by the target equal to their own dots in the Kinetic discipline.
Distortion is the Discipline of molecular agitation and the manipulation of mass to distort and warp.
This technique uses low-level distortion fields to create a shell of warped spacetime around an area, interfering with any sorts of senses or perception attempting to cross the shell's edge. To the outside world, the hazed air looks like warped, shimmering glass.
Haze affects an area centred on the biotic with a radius of Resolve x 5 yards. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Any attempts to perceive by any means (sight, hearing, radar etc) into the area covered by Haze suffer a penalty equal to the biotic's Resolve, and indeed need to make Perception or other appropriate rolls in the first place.
Boost: For 1 Willpower point, the effect can be placed within 50 yards instead of being centred on the biotic.
This technique unleashes a powerful distortion field into the target's nervous or synthetic systems, causing a crippling overload.
Reave affects a single target up to 200 yards away. Roll Resolve + Distortion against an opposed roll of the target's Stamina. Success results in the target suffering wound penalties as if they had their last three health points filled with damage, with a duration of the biotic's Resolve in rounds. The penalty isn't cumulative with any existing wound penalties the target is already suffering, and can be reduced as normal by effects such as Iron Stamina.
Boost: For 1 Willpower point, Reave nullifies any healing from any source during its duration, and it inflicts the -3 wound penalty in addition to any existing wound penalties, regardless of any Iron Stamina or other reductions.
Scramble unleashes a thrashing flux of mass effect fields around the biotic, warping and distorting gravity and space.
Scramble affects an area centred on the biotic with a radius of Resolve x 3 yards. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Everyone other than the biotic in the area of effect suffers a -2 penalty to their Speed, and to any attack rolls and Athletics-based rolls that they make.
Boost: For 1B, the -2 penalty to attack rolls also applies to any ranged attacks made against the biotic from outside Scramble's area.
Singularity uses distortion to punch a gravity well into the fabric of spacetime, dragging anyone nearby towards its centre.
Choose a point within 100 yards; this is where the singularity appears, affecting an area Resolve x 5 yards in radius. Roll Resolve + Distortion, with the power's duration in rounds equal to the number of successes. Anyone in the area of effect must succeed in a Strength + Athletics check in order to move in any direction other than directly towards the singularity, with successes equal to the number of yards they can move in a direction they wish. On the biotic's turn every round, everyone in the area of effect gets pulled 5 yards towards the singularity.
Cost: 1 Willpower point
Boost: For 1B, increase the number of yards the singularity pulls each round by the biotic's Resolve.
Warp creates rapidly shifting mass effect fields that tear a target apart.
Warp is used as a ranged attack by the biotic, with a short range of 100 yards and no medium or long range. This power uses Resolve + Distortion as its attack pool and is affected by other situational modifiers, such as cover, just as a normal ranged attack. If Warp hits, it has a Damage rating equal to the biotic's Resolve, with added damage from successes as normal.
If the target is already under the effect of another biotic power, Warp causes a biotic explosion. This increases its' Damage rating by 1 against the target, and inflicts a 3L explosion centred on the target with a radius equal to the biotic's Resolve in yards. The pre-existing biotic power immediately ends if it is a Distortion or Kinetic power.
Cost: 1 Willpower point
Boost: For 1B, Warp grants all attacks against the target Armour Piercing 1 for a number of rounds equal to Resolve.
Esoterics is a new and rare discipline of biotics. The powers that are classified under Esoterics come from a variety of scientific and research sources, pushing at the boundaries of what is understood about the biotic condition and exploring new (and often unsafe) concepts. These powers are not in general use and some are essentially secret, or only available through extremely dubious channels. Unlike the other three biotic disciplines, users of Esoterics must undergo special training and implants to gain an Esoteric power, as standard biotic amps and implants do not have the advanced or experimental systems needed.
Annihilation Field shrouds the biotic in a highly dangerous cloak of agitated space-time that seethes with contained energies; this technique has been pioneered by human researchers.
Annihilation Field allows the biotic to make an additional attack against all other characters within 10 yards at the beginning of the biotic's turn. This attack uses only the biotic's Resolve as its dice pool but ignores Defence, and has a Damage rating of 3 with the AP1 and Inferno traits. Annihilation Field will also tend to corrode, ignite or otherwise wreck the nearby environment, and makes stealth impossible. Annihilation Field lasts a scene, or until the biotic chooses to end it.
Cost: 1 Willpower point
Boost: For 1B, Annihilation Field also gains the Cryo trait on its attacks. Yes, this does give it both the Cryo and Inferno traits at the same time!
The incredibly rare Gateway technique turns the biotic themselves into a miniature mass relay, allowing them to reduce the mass of others and shunt them at incredible speeds along tunnels of warped space-time. As far as anyone can tell, the technique was developed in secretive Salarian labs based on best-guess analyses of the inner workings of the relays.
Gateway affects the biotic using the power, rendering them immobile and unable to physically act while the technique is active – they also pulse with emissions of blue-white light and sound as the barely-controlled mass effect fields roil around them. Roll Resolve – this is the number of rounds that the Gateway is maintained for. Anyone touching the biotic may be immediately moved to any point that the biotic can perceive, up to a distance of Resolve x 100 yards away; they may not pass through solid barriers of any kind through this power.
Cost: 3B and 2 Willpower points.
Boost: For an additional 4B and 2 Willpower points, the range may be increased to Resolve x 10 miles. The biotic may attempt to target a rough location beyond their perception, but need to succeed at a Resolve roll to place the target character within a 1-mile radius of the desired destination; failure results in being placed within a 10-mile radius instead.
Mindscram finely hones the same methods used by Reave to assault the cerebral nervous system of the target; it is rumoured to have been developed from studying a rare Asari mutation.
Mindscram affects a single target up to 5 yards away. Roll Resolve against an opposed roll of the target's Stamina. Success results in the target being stunned for a number of rounds equal to successes.
Cost: 1 Willpower point
Boost: For 1B, the biotic may choose not to stun the target, instead inflicting a -3 dice penalty on all mental and social dice pools made to oppose the biotic for a number of rounds equal to successes.
Overdrive amplifies biotic energies to far greater heights than normal, at the cost of a terrible toll on the user. The Batarian government denies claims that Overdrive was developed in their laboratories at a terrible cost in lives of biotic test subjects, but the bulky, ugly implants that the technique requires are most commonly seen sprouting down the spines of Batarian security operatives.
Overdrive may be used as a reflexive action, usually immediately before using another biotic technique. Roll Resolve and note down the number of successes rolled. The next biotic power used by the character will benefit from a number of automatic successes on any activation roll equal to the Overdrive successes rolled, in addition to the activation roll's usual results. Additionally, the character's Resolve is increased by the number of Overdrive successes for the purpose of calculating any Resolve-based parameters of the power such as area of effect, duration and the like. If a character knocks themselves unconscious or kills themselves with Overdrive's cost, or they fail to use another biotic power within 2 rounds, the Overdrive benefit is lost.
Cost: 1 level of Aggravated damage, plus 1B per success rolled on Overdrive.
Boost: For twice the cost of both Aggravated and Bashing damage, the biotic may also make the biotic power affected by Overdrive benefit from the 8-again rule on its activation roll.
Rift saturates an area with minute levels of constant mass effect manipulation, interfering with mass effect fields created by other biotics. This esoteric technique was first reported as being deployed by certain Turian cabals on the field of battle.
Rift affects an area centred on the biotic with a radius of Resolve x 5 yards. Roll Resolve; the Rift lasts for a number of rounds equal to successes. Any attempts by a biotic to use a biotic power in this area, or to affect a target within the area from outside it with a biotic power, suffer a -3 penalty to any dice pool involved. This includes the biotic using Rift.
Boost: For 1B, the biotic may extend the radius of Rift to Resolve x 25 yards and add 2 to the number of rounds that it lasts.
Integration is the biotic discipline of molecular integration, using mass effect fields to strengthen and control the fabric of spacetime around the user.
Barrier protects the biotic with mass effect fields in the same way as technological kinetic barrier generators.
Barrier provides the biotic with a number of biotic Shield levels equal to Resolve. These shield levels do not stack with any existing Shield levels, but will overwrite them if existing Shield levels are lower than the biotic's Resolve. Roll Resolve + Integration, with the biotic gaining a +1 bonus to resist attempts to knock them down or move them around for each success on the dice roll, as long as Barrier is in effect. Barrier lasts one scene, or until the Shield levels are lost.
Boost: For 1 Willpower point, Barrier can be activated as a Reflexive action.
Charge encases the biotic in a mass effect field and launches them forwards at high velocity, akin to the technique employed by mass relays.
Charge allows the biotic to move up to their Speed x Resolve in yards in a straight line at near-instantaneous speed. This power doesn't allow them to pass through solid obstacles but they may go straight over gaps of up to their Speed in yards without any need for jumping checks. Roll Resolve + Integration, with each success increasing the biotic's Defence by 1; this effect lasts 1 round.
The biotic may still make a melee or ranged attack after using Charge.
Cost: 1 Willpower point
Boost: For 1 Willpower point, the biotic does not need to Charge in a straight line and may make any number of turns along the way, they may also cover a gap of twice their Speed in yards.
Smite uses mass effect fields to empower the biotic's unarmed strikes with immense force.
Smite is a reflexive action used to augment an unarmed attack. It increases the Damage rating of the unarmed attack by an amount equal to the biotic's Resolve, and the biotic may choose to make the damage Lethal rather than Bashing.
Boost: For 1 Willpower point, Smite augments all unarmed attacks the biotic makes for one additional round.
Stasis simply locks the target into place with integrated mass effect fields that prevent them from moving.
Choose a target within 50 yards. The target must make a Strength check, with a penalty imposed of up to the biotic's Resolve at the biotic's choice. If the target achieves no successes, they are locked in place for 1 round and are completely unable to act in any way. However, they gain additional Armour equal to the penalty that the biotic applied to their strength check, affecting all attacks whether against Shield levels or health levels, and which is cumulative with existing Armour.
For example, a biotic with Resolve 5 chooses to apply a -3 penalty to a target's Strength check. Since the target only has Strength 3, this reduces them to a chance die. They fail, and are locked in place for 1 round. During this round, they benefit from an additional 3 points of Armour against all attacks.
Cost: 1 Willpower point.
Boost: For 1 Willpower point, the target gains no Armour from Stasis.
Wall uses similar mass effect fields to Barrier and Stasis to forge a layer of integrated mass effect fields across an area.
The Wall power creates a wall of biotic force that is up to Resolve x 2 yards wide and high. The centre point of the wall's line must be within 5 yards of the biotic when created. Roll Resolve + Integration; the Wall has a number of Shield levels equal to 5 + successes rolled. The Wall can serve as cover and an obstacle, preventing any movement through it. Attackers may choose to attack the Wall directly; it has Armour equal to the Biotic's Resolve.
The Wall remains present as long as the biotic is within 5 yards of it. If he moves away, creates a new Wall, or the Wall's Shield levels are lost, it immediately ceases to exist.
Boost: For 1 Willpower, the biotic may make a Wall that will exist even after moving 5 yards away from it, or he may turn it into a shell of up to Resolve x 2 yards radius centred on himself.
Kinetics is the biotic discipline of directly applying force through mass effect fields.
The Glide technique involves applying kinetic mass effect fields to the biotic themselves, allowing them to defy the forces of gravity through fine biotic control.
Roll Resolve + Kinetics, with Glide lasting for a number of rounds equal to successes rolled. While Glide is in effect, the biotic can reduce the distance they fall each round to any speed including zero, and they suffer no falling damage when making contact with the ground. If they continue to have some downward velocity, they may also move sideways in any direction up to their Resolve in yards per round.
Boost: For 1 Willpower point, the biotic can move in any direction at all for up to their Resolve in yards per round, without any requirement to continue moving down. This allows the biotic to 'fly' upwards if they wish.
The Lift technique uses mass effect fields to pull the target up into the air.
Choose a target within 100 yards, and roll Resolve + Kinetics with a penalty equal to the number of remaining Shield levels the target has. The target is lifted a number of yards equal to successes rolled, lasting for the biotic's Resolve in rounds. A gentle drift can be applied to the target as they are lifted if desired, so they will move 1 yard per round in a particular direction.
The Lifted target is not incapacitated and may continue to try and act by firing, trying to grab hold of something, and so forth.
Lifting larger, heavier targets is more difficult. For each full 5 points of Size above Size 5, the Resolve + Kinetics roll suffers an additional –2 penalty, so lifting a small car (Size 10) would inflict a -2 penalty on the roll.
Boost: For 1 Willpower point, the biotic can add an area of effect to Lift of Resolve in yards, resulting in multiple Resolve + Kinetics rolls made if several targets are caught.
Slam uses fine control over a rapid flux in mass effect fields to exert huge force on a target, picking them up and slamming them down again.
Choose a target within 30 yards, and roll Resolve + Kinetics as an attack with a penalty equal to the number of remaining Shield levels the target has. Slam is not affected by other conditional modifiers such as cover. If Slam hits, it has a Damage rating equal to the biotic's Resolve, with added damage from successes as normal. The target is also knocked prone.
Cost: 1 Willpower point
Boost: For 1 Willpower point, the biotic can add an area of effect to Slam of Resolve in yards, resulting in multiple Resolve + Kinetics rolls made if several targets are caught.
The Shockwave technique unleashes a powerful mass effect field that pulses out in a crashing wave, knocking targets from their feet.
Choose which direction the Shockwave emits, resulting in an area of effect starting at the biotic that is 5 yards wide and 5 x Resolve yards long. Make a Resolve + Kinetics roll once; each target in the area must oppose this with their own Strength roll. If they lose, they are knocked prone.
Cost: 1 Willpower point.
Boost: For 1B, all targets automatically fail their Strength check.
Throw exerts a strong mass effect field to catapult the target in a particular direction.
Choose a target within 100 yards, and roll Resolve + Kinetics as an attack with a penalty equal to the number of remaining Shield levels the target has. The target is hurled in a chosen direction for a distance of up to successes x 5 yards, and suffering Bashing damage in successes if they hit something. The target must make a Dexterity + Athletics roll with a penalty equal to the biotic's Resolve, or be knocked down.
This power can also be used to pick up objects and hurl them at people, inflicting Bashing damage equal to successes if the Throw can reach the target with the object. This has the benefit of most thrown objects not possessing Shield levels.
Lifting larger, heavier targets is more difficult. For each full 5 points of Size above Size 5, the Resolve + Kinetics roll suffers an additional –2 penalty, so lifting a small car (Size 10) would inflict a -2 penalty on the roll. However, for every full 5 points of Size above Size 5, the Damage inflicted by a thrown object increases by 2.
Boost: For 1 Willpower point, the biotic can add an area of effect to Throw of Resolve in yards, resulting in multiple Resolve + Kinetics rolls made if several targets are caught.
 Combat Training Talents
Combat in the Mass Effect setting is fast, lethal and dangerous, thanks to the cutting edge technology deployed on the battlefields of the galaxy. Personal protection from armour and shields only goes so far towards securing victory – the rest comes from the training and talent of the commanders and troops themselves.
The different combat training talents are called Regimens. The four Regimens are Assault, Command, Guardian and Tactical. Each point in a Regimen allows the character to pick a single power from the Regimen's list, granting the character the benefits of that power. These powers are picked when the dots are acquired and cannot be changed.
The Command Training Regimen works slightly differently from the others, as noted in its description below.
Using Combat Training Powers: Most Combat Training powers grant their benefits all the time. Some allow the character to use new options in combat, such as Suppressive Fire; the character can choose when to use these options and when not to, and no cost is attached to doing so.
 Assault Training
Assault training often covers close-quarter combat, ambushes, storming defensive positions and blitzkrieg insertion into hot zones.
Agility: Through a mixture of free-running and combat training, the character can ignore terrain penalties on their movement of an amount up to their dots in Dexterity; so a character with Dexterity 4 could ignore up to -4 in penalties. Ladders, crates, low walls and so forth are easy for this character to handle. Their speed is also increased by 1.
Ambush: The character is an expert at close, covert work. When attacking an opponent who is not aware of the character, they add a +2 bonus to the Damage rating of their attack. Perception rolls made to hear the character attacking suffer a -2 penalty.
Carnage: The character is an expert in dealing death with short-ranged weapons in close quarters. When firing at a target within the short-range of a sidearm or shotgun, the character benefits from the 9-again rule, or 8-again if the weapon already has 9-again.
Close Quarters Combatant: The character possesses advanced close combat training. They ignore penalties to their Defence caused by multiple melee attackers, may choose to deal Lethal damage with their unarmed attacks, and benefit from the 9-again rule when making unarmed strikes.
Combat Drop Training: The character has been trained for rapid-deployment assaults into hot zones. When dropping into combat with armour-jets, from an aircraft or from orbit, the character is able to act on the same round they touch down and suffers no other penalties due to combat drops. They also treat all Piloting checks with armour-jets as rote actions.
Hard Target: Keeping a low profile and moving fast, the character renders themselves a hard target for attackers. If they move at least 5 yards during their turn, all ranged attacks against them suffer an additional -1 penalty on their attack pools. Running increases the penalty to -2.
Shock Trooper: The character has the training and experience of a hardened shock trooper and is used to running through hails of bullets and explosions without flinching. The character reduces all penalties suffered from the combat environment by 1, such as from suppressive fire, concealment granted by smoke grenades and so forth. They benefit from a +2 bonus to any dice pool to resist knock-downs, stuns and other disorientation effects, while their Speed is increased by 1.
Slam: Harnessing their raw strength, the character slams foes to the ground. After a successful melee attack at the end of a charge action, the target of the attack must make a Strength check. If they fail to get as many successes as the points of damage taken from the attack, they are knocked down. This technique is a favourite of Krogan.
 Command Training
Command training prepares a character for the rigours of commanding a team in a combat environment, whether a naval commander overseeing their crew from the bridge of a spaceship or a black ops squad leader directing their team through an intense firefight.
Command Training works differently to the other talents available in Combat Training. Rather than offering a new power with every dot, the character instead gains one additional die into the group's Command pool, a pool of dice that refreshes each scene from which the whole group of characters can benefit. These dice can be drawn on for specific purposes by any characters who are in communications-range of one of the Commanding characters.
For example, a Soldier has Command 4, putting 4 dice into the Command pool. Another character in the group, a Vanguard, has Command 2, increasing the total dice in the Command pool to 6. At the beginning of every scene, this pool refreshes back up to 6 dice, no matter how many of the dice have been spent in the prior scene.
As long as one of the characters with Command allows it, anyone in the group can take dice from the pool for the purposes noted below, including the characters with the Command talent themselves. A character can take up to their Wits in dice from the pool in a single turn, and can spend them all on one roll or purpose if desired.
Command dice can be:
Concentrate Fire: Added directly to an attack dice pool, before rolling.
Co-Ordinate Action: Added directly to a secondary actor's teamwork dice pool to aid a primary actor with their action.
Priority Target: Added directly to the Damage rating of an attack against a target who is knocked down, held by a mass effect field, on fire, frozen, stunned or otherwise vulnerable, before rolling the attack pool.
Ready For Action: Added as a bonus to a character's Initiative score after rolling in the first round of combat, adding +1 per die used.
Take Cover: Applied as an additional penalty to an attack roll against a character who is in cover, augmenting the normal cover penalty by -1 per die used, before rolling the attack pool.
Stay Alert: Added directly to a Perception dice pool, before rolling.
 Guardian Training
Guardian training demands the very best of a character physically, pushing them to their limits and beyond to help them and others stay alive.
Bastion: The character knows how to angle armour plating, shift their profile and minimise the damage from incoming fire. If wearing armour, the character benefits from a +1 to their Armour against any ranged attackers in front of them, as long as they haven't moved this turn.
Berserker: When taking at least one point of Lethal damage, the character may choose to enter a rage, gaining a temporary +2 bonus to Stamina and Resolve and becoming immune to penalties inflicted by suppressive fire. This does result in them gaining two health levels during the rage but, while the health levels are lost once the rage subsides, any damage taken is kept. Many Krogan enter a berserker rage in battle when wounded.
Bodyguard: The Character has the reflexes and training of a bodyguard, able to protect others with their own body. They can choose to serve as cover for allies when they are between the ally and attacker or are adjacent to that ally, inflicting a -1 cover penalty on attacks that increases to -2 if the bodyguard is carrying a ballistic shield.. This increases to -2 if the ally is willing to allow the bodyguard to drop them prone and shield the ally with their whole body, increasing again to -3 if the bodyguard is in heavy armour or is carrying a ballistic shield or omni-shield.
Fitness: The character is in excellent physical condition and has two permanent additional health points.
Resilient: Fists, batons, concussion grenades... Not much phases this character. They benefit from an additional point of Armour against all Bashing attacks and attacks with the Concussive trait, even when not actually wearing armour, and gain a +1 bonus to dice pools to resist stuns and knock-downs.
Second Skin: The character has the training and experience to treat armour like a second skin, entirely comfortable with its power servos and weight distribution. The character benefits from a +1 to their Defence and Speed while wearing armour, and also a +1 to Initiative while wearing heavy armour.
Survivor: The character is too tough or just too damn stubborn to stay down, regardless of his injuries. He never falls unconscious as a result of having all his health boxes filled with damage, and doesn't need to succeed on a Stamina roll to do so.
Vigilant: The character is ever-vigilant for danger. If the character is or becomes aware of an attacker targeting an unaware ally, and the character is within communications range of that ally, the ally becomes aware of the impending attack immediately. The character's Initiative is also increased by 1.
 Tactical Training
Tactical training prepares the character for the rapidly changing environment of the battlefield, allowing them to react to new threats swiftly and to apply their own firepower with devastating effect.
Advancing Fire: The character may fire when running, suffering a -3 penalty to their attack roll for doing so.
Heavy Weapons Training: The character is experienced in handling support weaponry, and ignores any penalties and restrictions from the Heavy Weapon trait.
Marksman: The character is a skilled marksman. Whenever the character takes at least one aim action with a weapon that has the 9-again trait (apart from shotguns), they benefit from the 8-again rule on the attack dice pool made with the aiming bonus.
Outflank: The character knows how the make the most of an outmanoeuvred enemy's weakness. Attacking a target in the flank or rear when an ally has engaged them from the front grants the character a +1 bonus to attack rolls.
Sniper: The character has the patience and talent of a skilled sniper. After using the aim action and firing at a target, the character does not lose his aiming bonus as long as he continues to fire at the same target and does not have his line of sight to them broken. He may even continue to take further aim actions to increase his aiming bonus, subject to the usual +3 aiming bonus cap.
For example, a sniper could aim once for a +1 bonus, fire, aim again for a total of +2, fire again, etc.
Squad Reflexes: After rolling for Initiative at the beginning of combat, but before the first round begins, the character can choose to shift their Initiative to match that of one ally within communications range. The character's Initiative is also increased by 1.
Suppressive Fire: There's a line between effective suppressive fire and just wasting shots. The character may sacrifice the bonus attack dice from autofire to apply it instead as a penalty to the ranged attack rolls of the target for one round. This can be applied to multiple targets as per the normal autofire rules, but it does incur the usual attack dice penalty – so hosing down three targets with long-burst autofire for suppressive fire applies the -3 penalty to all of them but also leaves the character with a -3 penalty on his attack rolls. Suppressive fire doesn't work against opponents who are simply unable to take cover, or are too heavily armoured or mindless to care.
Weapon Drill: Unloading, reloading and returning to the task of providing fire support is a well-oiled practice for the character. Reloading is a reflexive action as long as the replacement heat clip is to hand (such as in armour webbing or laid out within reach).
 Tech Talents
Advanced technology permeates the fabric of society in Mass Effect, and is a key part of life for any technician, engineer, scientist or doctor. Omni-tools are common, multi-purpose personal computational devices that serve as micro-fabrication facilities, interfacing tools and diagnostic systems. Those with the knowledge and skill can use their omni-tool to run enhanced programmes and VIs that can hack, overload or scan to great effect.
The different tech talents are called Processes. The four Processes are Engineering, Interfacing, Medicine and Science, and each is associated with the Mental skill of the same name. Each point in a Process allows the character to run a single programme of that type concurrently on their omni-tool. Unlike Disciplines and Regimens, the exact programme run in the Process slot is not permanent and can be easily changed for other programmes of a similar kind.
Using Tech Powers: A character's omni-tool possesses a library of stored programmes to draw upon. An omni-tool has a Library Size trait, as listed under its entry in the Elkoss Combine Catalogue; this is the number of stored programmes it can hold for each Process talent that the user has dots in. Programmes in the library are inactive until put into a Process slot.
For example, a character with 2 dots in both the Engineering and Medicine Processes whose omni-tool has Library Size 6 can have 6 Engineering and 6 Medicine programmes stored in their library.
The character has a number of Process slots equal to their dots in that Process; each slot can run one programme from the omni-tool's library in it.
Programmes come in two types – running and charged. Running programmes are passive, giving a bonus or opening up an option as long as they are in a slot. Charged programmes are expended when they are used, and remain expended for the rest of the scene; they rely on stored power that needs to recharge, need to take time to fabricate some complex new materials, or are otherwise unavailable. An expended charged programme remains in its Process slot.
For example, a character with 3 dots in the Engineering Process and 1 dot in the Medicine Process could have Shield Modulation, Shield Boost and Overload in his Engineering slots and Defibrillator Pulse in his Medicine slot.
A programme can be put into multiple Process slots, but running programmes give no benefit for doing so. In the case of a charged programme, running it in multiple slots essentially makes multiple uses available per scene.
Whenever dice rolls are called for by a tech power and refer to Engineering, Interfacing, Medicine or Science, they refer to the character's skill dots and not the dots in that Process talent.
Swapping Programmes: A character can swap out any programme in a slot for any other programme available in their omni-tool's library between scenes or in situations where there is no time pressure, without needing to roll.
During action or combat, swapping programmes is considerably more difficult, especially if the omni-tool's processors are already busy running a dozen other programmes at the same time. Doing so is a full action for the character's turn, wherein they must make roll Intelligence + the skill associated with the Process in question, with a penalty equal to the number of running programmes of that Process currently active. An expended programme's slot cannot be replaced in this way during a scene, but a running programme or an unexpended charged programme can be.
For example, a character with 3 dots in the Engineering Process, 4 dots in the Engineering skill and 3 dots of Intelligence has two running programmes and a charged programme in their Process slots. During combat, they want to replace one of the running programmes with a more situation-appropriate charged programme. Doing so requires that they roll Intelligence + Engineering, a dice pool of 7, with a penalty of -2 dice for the two running programmes. This leaves them with 5 dice; any success means they have successfully swapped the running programme to the new charged programme.
Changing Libraries: A character may wish to change the programmes they have available in their omni-tool's library. This requires that they either access a database with more programmes archived in it, or that they write a new programme themselves. The latter is time-consuming and very difficult, whereas the former often incurs the cost of purchasing licenses for a programme from a company. Many employers provide access to basic programmes to their staff, such as the line of Analysis programmes; getting access to a more questionable programme such as Overload is somewhat more difficult, requiring either money or military or criminal contacts.
Tech Process Keywords
Each programme's entry includes a number of keywords in brackets after its name. These indicate how the power works.
Ammo: This power is targeted on a single ranged weapon that the character is carrying; only that weapon gains the benefit of the ammo for the programme's duration.
Attack: This power attacks a target in some way. Attacks can only be activated on the user's own turn, even if reflexive. Unless otherwise stated, these attacks ignore cover, environmental or range penalties but do require the target to be visible.
Chain: If multiple slots of this power are ready, they may all be expended in one go. Resolve the first one as normal; additional slots can then be expended on new targets within 25 yards of the last, and cannot affect the same target twice in one chain use.
Drone: This power affects a remote drone that the character has active. A remote drone may only be under the effect of one Drone power at a time.
Instant: This power is activated as an instant action.
Reflexive: This power is activated as a reflexive action.
Scan: This power allows the character to replace Composure with another skill in a Perception check for the purposes of detecting particular substances or systems. These scans can still suffer from various penalties to the Perception check and, while they can detect through some solid materials, suffer increasing degradation of signal the further they have to go.
Engineering programmes focus on improving hardware and mechanical processes, whether vehicles and armour or shield modulations.
Armour Power Surge (Reflexive): May only be used if the character is in armour. Roll Wits + Engineering, granting a +1 bonus to Speed, Defence, Initiative and Armour level for a number of rounds equal to successes.
Armour Piercing Ammo (Ammo, Reflexive): Roll Wits + Engineering; the chosen weapon gains the AP1 trait for a number of rounds equal to 1 + successes rolled.
Concussive Shot (Reflexive): The next attack with a firearm that the character makes gains the Concussive trait, and applies the Concussive effect against anyone within 10 yards of the target; however, the attack may not be made with aiming or autofire.
Damage Assessment Protocols (Instant): Roll Intelligence + Engineering to analyse a single vehicle within 200 yards; success means that the character is immediately aware of how much Structure and Shield damage it has taken and how many Structure and Shield points it has left, as well as any penalties that damage has inflicted on its Piloting dice pools.
Emergency Infiltration Protocol (Reflexive): If the character has a tactical cloak, they may expend the programme to immediately establish its stealth field.
Fortification (Reflexive): Roll Wits + Engineering to increase the character's Armour by the number of successes rolled for 1 round.
Neural Shock (Attack, Reflexive): Range 200 yards; roll Intelligence + Engineering vs target's Stamina, stunning the target for 1 round on a success.
Overload (Attack, Chain, Reflexive): Range 500 yards; roll Intelligence + Engineering, dealing damage to the target's Shields equal to successes rolled. Overload does no damage to health levels.
Recoil Compensation VI (Reflexive): Roll Wits + Engineering; the character gains the Multi-Target weapon trait on a single autofire weapon for a number of rounds equal to successes.
Shield Boost (Chain, Reflexive): Range 100 yards; roll Wits + Engineering, restoring a number of lost Shield points on the target equal to successes rolled.
Sticky Grenade Shell Fabricator (Reflexive): This programme can be used when the character throws a grenade; the grenade will stick to whatever surface it is thrown or placed on, and can be detonated as a reflexive action by the character at any point within a number of rounds equal to Engineering dots, after which it detonates automatically.
Structural Exploitation Analysis (Instant): Range 500 yards; roll Intelligence + Engineering with a -2 penalty if the target is on the move and a -4 penalty if it is an aircraft or spacecraft. Success grants the character AP4 on any attack they make against the target in the following round.
Submission Net (Attack, Reflexive): Range 100 yards; roll Wits + Engineering, success means that the target is affected as if hit by a weapon with the Entangle trait.
Vehicle Power Surge (Reflexive): May only be used if the character is in a vehicle. Roll Wits + Engineering, granting a +2 bonus to Piloting rolls and a +5 bonus to vehicle Speed for a number of rounds equal to successes.
Engineering Analysis: Grants the 9-again rule to Engineering skill checks, other than for the use of charged Engineering programmes.
Engineering Fabrication Patterns: Always counts as a tool with a +1 equipment bonus for engineering purposes.
Omni-Blade Power Rerouting: Increases the damage rating of an omni-blade, omni-shield or biotic lash by 1, and grants the 9-again rule on attacks made with it.
Rig-Drone Programming (Drone): The character's remote drone grants an increased +2 teamwork bonus to Engineering skill rolls, rather than the usual +1.
Shield Drone Programming (Drone): The character's remote drone grants a +2 bonus to the maximum Shield points of all allies within 20 yards.
Shield Modulation (Reflexive): The character can reflexively restore 1 Shield point on their turn, as long as they have not lost any Shield points since their last turn.
Vehicle Control Subsystems: Grants the 9-again rule to Piloting checks.
Interfacing programmes include routines for research, data analysis, scanning and hacking; for interfacing experts, information and its denial is the name of the game.
Interfacing programmes that target encrypted or otherwise protected systems are likely to suffer significant penalties to their dice pools. Note that Interfacing programmes are not the limit of what can be done via hacking and interfacing, just the immediate or short-term pre-packaged programmes that can be unleashed for rapid results.
Bug Sweep (Instant, Scan): Roll Wits + Interfacing to detect bugs within a 25 yard radius.
Codebreaker VI (Instant): Roll Intelligence + Interfacing; listen in to a single communications channel for successes in minutes without being detected.
Disrupter Ammo (Ammo, Reflexive): Roll Wits + Interfacing; the chosen weapon gains the Disrupt 1 trait for a number of rounds equal to 1 + successes rolled.
Haywire (Reflexive): Range 500 yards; roll Intelligence + Interfacing, affecting an area of up to successes x 5 yards in radius. All technological devices within this area suffer a -1 penalty for use for 2 rounds, including firearms' attack dice pools.
Homing VI Insert (Reflexive): This programme may be used reflexively when throwing a grenade; the grenade gains the Auto-Targeting weapons trait.
Lock-Hack (Reflexive): Allows the character to make an extended roll to brute-force hack an electronic locking system open, with each roll representing one turn of work. This is a crude electronic intrusion and will trigger alarms or alerts to the system, but it gets the job done quickly.
Manufacture Bug (Instant): Creates a single standard visual & audio bug that can be placed and connected to via the character's omni-tool.
Mask (Reflexive): Roll Wits + Interfacing; the character becomes undetectable and untraceable on a network or through technological scans for data signals, for a number of minutes equal to successes rolled.
Overheat (Chain, Reflexive): Range 300 yards; roll Intelligence + Interfacing to target a single weapon, with a -1 penalty for sidearms or a -2 penalty for longarms; success immediately expends the full capacity of the current loaded heat clip. This programme may be used reflexively against a target is about to make an attack action, leaving them pulling the trigger for no effect; this imposes an additional -5 penalty to the programme's activation roll.
Quick-Launch Chaos Virus (Instant): Range 500 yards; targets a tactical network or communications node. Roll Intelligence + Interfacing; the chaos virus affects the node for successes in minutes, forcing a Perception check with a -3 penalty for all attempts to communicate via the node during that time.
Subvert Synthetic (Instant): Range 500 yards; roll Wits + Interfacing opposed by a target synthetic or AI's Wits + remaining Shield points. Success gives the character control of the synthetic for a number of rounds equal to successes.
Tactical Scan (Instant, Scan): Range 500 yards; roll Wits + Interfacing against a single target. Success reveals the target's current Armour and remaining Shield levels. All allies on the same tactical network benefit from a +1 bonus to attack rolls against the target for one round.
Interfacing Analysis: Grants the 9-again rule to Interfacing skill checks, other than for the use of charged Interfacing programmes.
Interfacing Fabrication Patterns: Always counts as a tool with a +1 equipment bonus for interfacing purposes.
Passive Scanning Programme (Scan): Roll Wits+Interfacing for Perception rolls to detect and ID active network systems within 100 yards, including active programmes running on omni-tools, armour and weaponry. Can pick up signals from further if they are particularly strong.
Rapid Data Analysis VI: Research time is halved when attempting to acquire or piece together information from technological data sources.
Scout Drone Programming (Drone): The character's remote drone grants a +2 bonus to Perception checks, including those made via scans, and can transmit full video feeds and readouts as long as it is within comms range of the character.
Secure Routines: Any attempts to hack equipment or systems that the character controls suffer a penalty equal to their Interfacing skill.
Vehicle Interface Programming: Grants 9-again to Perception checks made with a vehicle's sensors and scanners.
Sys-Drone Programming: The character's remote drone grants an increased +2 teamwork bonus to Interfacing skill rolls, rather than the usual +1.
Medical programmes largely focus on subsystems for monitoring patients, administering emergency assistance and aiding with recovery from injuries and sickness; they also augment medical and biological analysis facilities.
Medical programmes can ignore their normal range restrictions when used on another character on the same tactical network.
Adrenal Injection System (Reflexive): Increases the character's Dexterity score by 1 for a number of rounds equal to Medicine skill dots. This also affects all allies linked in via a tactical network.
Clotting Agent Overseer VI (Reflexive): When the character or an ally on the same tactical network would start to bleed to death due to being injured, this programme may immediately be expended instead of the automatic use of a medi-gel dose to stop the bleeding.
Defibrillator Pulse (Reflexive): Range 5 yards; roll Intelligence+Medicine, with success returning an unconscious target to consciousness unless they are unable to do so due to an ongoing effect such as being drugged. May be combined with Emergency Medi-Gel Application on the same target with both programmes taking just a single reflexive action.
Eezo Suppression Dart (Attack, Reflexive): Range 100 yards, roll Wits + Medicine as an attack roll affected by normal factors such as cover. The dart has a damage rating of 1L and adds damage from successes as normal but, if it inflicts any damage to health points, it applies a -3 penalty on all biotic Discipline activation rolls by the target for a number of rounds equal the character's Medicine dots.
Emergency Medi-Gel Application (Reflexive): Range 5 yards; roll Intelligence+Medicine with a penalty equal to the target's current wound penalties. On a success, expend one of the target's medi-gel doses for an immediate healing effect of 1L or 3B.
Hypodermic Dart (Attack, Reflexive): Range 100 yards; roll Wits + Medicine as an attack roll affected by normal factors such as cover. The dart has a damage rating of 1L and adds damage from successes as normal but, if it inflicts any damage to health points, it applies a Toxicity 2 poison dealing Bashing damage that forces the target to succeed at a Stamina check or fall unconsciousness.
Medical Threat Analysis VI (Reflexive): Roll Intelligence + Medicine for a quick analysis of any chemical, biological or radioactive hazards present in the environment, the character, or a target within 5 yards; so it can identify if a character has been poisoned, or what the local radioactivity levels are.
Pheromone Compound Distiller (Reflexive): Range 10 yards against a target who the character is engaged in social interaction with; roll Wits + Medicine vs target's Composure + Empathy. Success grants 9-again for a single Persuasion check against the target.
Shredder Ammo (Ammo, Reflexive): Roll Wits + Medicine; the chosen weapon gains the Shredder trait for a number of rounds equal to 1 + successes rolled.
Social Interaction Enhancer (Reflexive): Range 10 yards against a target who the character is engaged in social interaction with; roll Wits + Medicine vs target's Composure + Subterfuge. Success grants a +2 bonus to all social dice pools against that target for the rest of the scene.
Stimpack (Reflexive): Allows the target to ignore wound penalties and grants +3 Speed and +3 to Stamina-based checks for a number of rounds equal to the character's Medicine dots. May be used on any character on the same tactical network.
Toxic Cleansing Programme (Instant): Range 5 yards; roll Intelligence + Medicine vs Toxicity of a poison affecting the target. Success results in the poison being neutralised. Extremely exotic or totally unknown toxins will inflict an additional penalty on the roll.
Toxic Material Deployment (Attack, Reflexive): Range 300 yards; roll Wits + Medicine. Success means that the attack hits, dealing no damage but filling an area around the target of 20 yards radius with caustic fumes for a number of rounds equal to the character's Medicine dots. This acts as a Toxicity 4 poison dealing Lethal damage via inhalation.
Background Toxicity Monitor: Grants a +2 bonus to all rolls to resist disease, poison, infection and other biological or chemical agents. Also affects all allies linked in via a tactical network.
Bioscanner (Scan): Roll Wits + Medicine for Perception rolls to detect living organisms or organic matter within 100 yards.
Decoy-Drone Programming (Drone): The drone can deploy a holographic decoy of the character, with life-sign emissions that can fool basic scans and senses. The character can set the decoy on a basic 'idle' animation, can pre-record up to 5 minutes of voice and movement including triggers to activate recorded speech, or can directly steer the drone's projection on a real-time basis. Observers must pass a Perception check with a penalty equal to the character's Medicine skill dots to note that something is off with the decoy; physical interaction will immediately show the decoy to be a projection with the drone at its heart, as will other actions that indicate its true nature.
Med-Drone Programming (Drone): The character's remote drone grants an increased +2 teamwork bonus to Medicine skill rolls, rather than the usual +1.
Medi-Gel Overseer VI: When the character uses a charge of medi-gel for healing purposes, on themselves or others, roll Intelligence + Medicine. If successes equal or exceed the target's lost health points, the total Bashing or Lethal ponts healed is increased by 1.
Medical Analysis: Grants the 9-again rule to all Medicine skill checks, other than for the use of charged Medicine programmes.
Medical Fabrication Patterns: Always counts as a tool with a +1 equipment bonus for medical purposes.
Polygraph VI: May be targeted against a single character at a time, with a range of 10 yards; grants the 9-again rule for rolls made to detect if the target is lying.
Scientific programmes are often complex systems and containment routines for fabricating, mixing and handling unstable or exotic materials, as well as suites of assessment programmes to analyse the results.
Corrosive Disassembler Deployment (Attack, Reflexive): Range 50 yards against an object; roll Wits + Science, dealing successes in damage to the object's Structure and ignoring its Durability.
Cryo-Material Deployment (Attack, Reflexive): Range 300 yards; roll Wits + Science. Success means the attack hits, dealing no damage but dousing the target and an area around them of 15 yard radius in freezing gases. Anyone within the area suffers as if hit by a weapon with the Cryo trait; the main target is affected for an additional 1 round by the trait.
Defence Matrix (Reflexive): Range 100 yards, or any other character on the same tactical network; roll Intelligence + Science. The target gains 1 point of Armour on their shields against attacks with the Cryo, Disrupt, Inferno or Toxicity rules, and inflicts a -3 penalty on any biotics roll that targets them directly. The effect lasts for a number of rounds equal to successes rolled.
Eezo Disruption Pulse (Instant): Range 100 yards, targeting a single biotic technique that is currently in effect; roll Intelligence + Science – the Resolve of the biotic who activated the technique. Success immediately nullifies the technique.
Hyperscan (Reflexive, Scan): Range 100 yards; Roll Intelligence + Science to detect and identify strong energy emissions or unusual matter.
Incendiary Material Deployment (Attack, Reflexive): Range 300 yards; roll Wits + Science. Success means the attack hits, dealing no damage but dousing the target and an area of 15 yard radius around them in flammable materials. The fires burn for a number of turns equal to the character's Science skill dots, dealing 3L damage per turn with the Inferno weapon trait. A target that is able to remove themselves from the area of effect may put out the fire as an instant action on their turn.
Pattern Recognition Algorithms (Instant): Roll Intelligence + Science to identify significant patterns in a set of data or information.
Rapid Matter Analysis (Instant): Roll Intelligence + Science; success grants a full analysis of some sample matter, including chemical composition and properties.
T-Wave Pulse (Instant, Scan): Roll Wits + Science; success allows the character to see through up to 3 feet of common materials for one round.
Unstable Materials Cache (Reflexive): This programme may be expended at the same time as any Attack programme to increase its radius of effect by 10 yards, or to give it a radius of 10 yards of effect if it has none.
Advanced Drone Systems (Drone): The character's remote drone may run two other Drone programmes on top of Advanced Drone Systems – such as Energy Drone and Decoy Drone, or Lab-Drone Programming and Sys-Drone Programming. These other programmes take slots as normal.
Energy Drone (Drone): The character's remote drone gains the ability to make a 2L ranged attack at targets up to 15 yards away, using the character's Wits + Science as an attack pool. The remote drone may also serve as the origination of any Attack programme instead of the character.
Energy Projection Modulation: The character gains a +1 bonus to attack pools made with Attack programmes.
Environmental Assessment Programme: The character adds their Science skill dots as a bonus to rolls to resist environmental effects and perceive environmental dangers.
Environmental Shielding VI: The character gains 1 point of Armour on their Shield points against attacks with the Cryo, Disrupt, Inferno or Toxicity rules.
Full Spectrum Sensory Suite: Grants the 9-again rule to Perception and Investigation checks when the character has the time to carefully go over a location and investigate it closely.
Lab-Drone Programming (Drone): The character's remote drone grants an increased +2 teamwork bonus to Science skill rolls, rather than the usual +1.
Mass Shielding Matrix: Inflicts a -3 penalty on any biotics roll that target the character, even if only due to them being in the area of effect.
Omni-Blade Energy Amp: Grants either the Inferno or Cryo rule to the character's omni-blade, omni-shield or biotic lash; changing from one to the other is a Reflexive action.
Scientific Analysis: Grants the 9-again rule to all Science skill checks, other than for the use of charged Science programmes.
Scientific Fabrication Patterns: Always counts as a tool with a +1 equipment bonus for scientific purposes.
 Tech Armour
Some combatants in the Mass Effect setting make use of what is generally termed 'Tech Armour', a complex modification to the standard mass effect patterns in kinetic barriers. It uses layers of dangerous warping fields in amongst the usual kinetic shields, meaning that incoming attacks may be literally torn apart and spat out in a spray of fragments. Running Tech Armour puts a heavy load on the processors used, and the warping fields cause an excess of energy emissions in the form of light. These emissions are usually harnessed into holographic warnings that alert those nearby to the hazards of flying, shredded bullet fragments.
Tech Armour is an exception to several of the normal rules for Tech Programmes. It does not belong to any single Tech skill; nor does it take a single library or programme slot.
Instead, Tech Armour takes one slot of each of the four Processes – so to run Tech Armour, a character must allocate one Engineering, Interfacing, Medicine and Science Process slot to it. This is also true for storing Tech Armour in an omni-tool's library – it takes a single slot of each Process type.
Tech Armour is a running programme that provides 1 point of Armour on the character's Shield levels, affected as normal by the Armour Piercing trait. If at any point the character switches any of the Tech Armour programme slots to another programme, the Tech Armour effect is lost (though it continues to take its other slots until they too are changed).
However, a character may choose to devote even more of their omni-tool's processing power to their Tech Armour. They may do this by allocating an additional, second slot of any Process type to the Tech Armour programme. Doing so gives a benefit depending on which Process slot type was given, and a character may choose to do this with as many or all of the programme types they wish. Potentially, a character may devote up to 8 Process programme slots to Tech Armour, two of each type, and reap all of the advanced benefits of the programme.
The benefits of allocating a second slot to Tech Armour depend are as follows:
Engineering: Whenever the character's Shield levels are at their maximum, any attack made against them has its AP quality reduced by 1 and loses the 9-again trait, if it has them.
Interfacing: Whenever the character's Shield levels are reduced to 0, treat any enemies within 25 yards as if they were hit by a weapon with the Stun trait.
Medicine: Whenever the character's Shield levels are reduced to 0, downgrade the damage of the first attack to hit them by one level (so Lethal to Bashing, Aggravated to Lethal). Bashing damage is not downgraded further.
Science: As long as the character has any Shield levels, attack rolls made against them with weapons that have the Cryo, Disrupt, Inferno or Toxicity traits suffer an additional -1 penalty.