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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.
 
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.
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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 opening 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.
 
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.
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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 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.<br>
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Annihilation Field allows the biotic to make an additional attack against ''all'' other characters within 5 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.  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.<br>
 
''Cost'': 1 Willpower point<br>
 
''Cost'': 1 Willpower point<br>
''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!<br>
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''Boost'': For 1B, Annihilation Field grants all attacks against any target hit by it Armour Piercing 1 for one round.<br>
 
 
 
 
'''Gateway'''
 
 
 
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.<br>
 
''Cost'': 3B and 2 Willpower points.<br>
 
''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.<br>
 
  
  
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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.<br>
 
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.<br>
 
''Cost'': 1 Willpower point<br>
 
''Cost'': 1 Willpower point<br>
''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.<br>
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''Boost'': For 1B, the biotic may choose not to stun the target, instead inflicting a -2 dice penalty on all mental and social dice pools made to oppose the biotic for a number of rounds equal to successes.<br>
 
 
 
 
'''Overdrive'''
 
 
 
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.<br>
 
''Cost'': 1 level of Aggravated damage, plus 1B per success rolled on Overdrive.<br>
 
''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.<br>
 
  
  
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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.<br>
 
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.<br>
 
''Cost'': 1B<br>
 
''Cost'': 1B<br>
''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.<br>
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''Boost'': For 1B, the biotic may extend the radius of Rift to Resolve x 10 yards and add 2 to the number of rounds that it lasts.
  
  
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'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
'''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.<br>
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'''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 pistol or shotgun, the character benefits from the 9-again rule, or 8-again if the weapon already has 9-again.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
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'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
'''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.<br>
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'''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.<br>
 
'''Fitness''': The character is in excellent physical condition and has two permanent additional health points.<br>
 
'''Fitness''': The character is in excellent physical condition and has two permanent additional health points.<br>
'''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.<br>
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'''Resilient''': Fists, batons, concussion grenades... Not much phases this character. They benefit from an additional point of Armour against all Bashing attacks, even when not actually wearing armour, and gain a +1 bonus to dice pools to resist stuns and knock-downs.<br>
'''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.<br>
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'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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. <br>
 
'''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. <br>
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''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.
 
''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'''
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''Scanners'': Several running programmes allow the character to use an omni-tool's facilities to replace Composure with a skill in Perception checks, 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.
 
 
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===
 
===Engineering===
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''Charged Programmes''
 
''Charged Programmes''
  
'''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.<br>
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'''Concussive Shot''': The programme overrides the inbuilt safety mechanisms in a firearm to allow it to fire an energised slug, creating a great deal of heat in the processThe character can expend the programme as part of a normal attack with a longarm, using half of its ammunition capacity (so a concussive shot with an assault rifle would use 20 shots from its clip). If the attack hits, the target takes damage as normal and, additionally, the target and any other characters within 10 yards must roll their Strength dice pool with a -3 penalty; failure means that they are knocked prone.  Concussive Shot may not be used with autofire or aiming.<br>
'''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.<br>
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'''Emergency Infiltration Protocol''': This is a batch of processes with an emergency power cell for re-establishing a stealth field immediately. The character can expend the programme to activate a stealth field (if they have one) as a reflexive action instead of as an instant action.<br>
'''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.<br>
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'''Fortification''': Through highly efficient management routines and incoming fire calculations, the power flows and fluid dynamics of armour can be momentarily reinforced. As a reflexive action, roll Wits + Engineering to increase Armour by the number of successes for 1 round.<br>
'''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.<br>
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'''Neural Shock''': The programme discharges a pulse of electrical current that plays havoc with a target's nervous system. As a reflexive action, roll Intelligence + Engineering versus the Stamina roll of a target within 30 yards. On a success, the target is stunned for 1 round, increased to 2 rounds on an exceptional success.<br>
'''Emergency Infiltration Protocol (Reflexive)''':  If the character has a tactical cloak, they may expend the programme to immediately establish its stealth field.<br>
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'''Overload''': The programme discharges a carefully controlled pulse of electrical current that plays havoc with a target's shields, overloading kinetic barriers. As a reflexive action, roll Intelligence + Engineering to deal damage to the Shield levels of a target within 50 yards – this power does no damage to health levels. If the character has multiple Overload programmes ready, they can all be expended at the same time; each Overload may affect a new target within 5 yards of the last, and the same target cannot be affected twice.<br>
'''Fortification (Reflexive)''':   Roll Wits + Engineering to increase the character's Armour by the number of successes rolled for 1 round.<br>
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'''Shield Boost''': The programme runs emergency power management routines to reestablish shield integrity. As a reflexive action, roll Wits + Engineering, restoring a number of lost Shield points to the character or an ally within 25 yards equal to the number of successes rolled. If the character has multiple Shield Boost programmes readied, they can all be expended at the same time; each Boost may target a new ally within 5 yards of the last target, and the same target cannot be affected twice.<br>
'''Neural Shock (Attack, Reflexive)''': Range 200 yards; roll Intelligence + Engineering vs target's Stamina, stunning the target for 1 round on a success.<br>
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'''Shield Burst''': The programme dumps all remaining kinetic barrier energy into a controlled output. As a reflexive action, the character loses all remaining Shield points. A blast is centred on the character with a radius equal to the number of Shield points lost. Roll Wits + Engineering, dealing successes as Lethal damage to all characters within the area of effect.<br>
'''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.<br>
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'''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.<br>
 
'''Shield Boost (Chain, Reflexive)''': Range 100 yards; roll Wits + Engineering, restoring a number of lost Shield points on the target equal to successes rolled.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
  
 
''Running Programmes''
 
''Running Programmes''
  
'''Engineering Analysis''': Grants the 9-again rule to Engineering skill checks, other than for the use of charged Engineering programmes.<br>
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'''Armour Subsystem Management''': Complex power management routines allow for additional energy demands to be handled. As long as this programme is running, the character can make used of a secondary armour mod, allowing them to benefit from both mods at once.<br>
'''Engineering Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for engineering purposes.<br>
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'''Engineering Analysis''': Advanced VI diagnostic routines grant the 9-again rule to all Engineering skill checks, other than for the use of charged Engineering programmes.<br>
'''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.<br>
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'''Engineering Fabrication Patterns''': The omni-tool's fabrication facility benefits from a full range of tool patterns, so the character always has a tool with a +1 equipment bonus for engineering purposes.<br>
'''Rig-Drone Programming (Drone)''': The character's remote drone grants an increased +2 teamwork bonus to Engineering skill rolls, rather than the usual +1.<br>
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'''Omni-Blade Power Rerouting''': As well as fabricating a keen-edged one-use blade, the omni-tool's power systems divert additional power into the strike. This increases the Damage rating of an omni-blade by 1, and grants 9-again on attacks made with it.<br>
'''Shield Drone Programming (Drone)''': The character's remote drone grants a +2 bonus to the maximum Shield points of all allies within 20 yards.<br>
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'''Rig-Drone Programming''': A package of advanced drone management routines allows it to serve as an advanced engineering assistant. The character's remote drone grants an increased +2 teamwork bonus to Engineering skill rolls, rather than the usual +1.<br>
'''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.<br>
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'''Shield Drone Programming''': A package of advanced drone management routines allows it to serve as a shield emitter. The character's remote drone grants a +2 bonus to the maximum Shield points of all allies within 20 yards.<br>
'''Vehicle Control Subsystems''': Grants the 9-again rule to Piloting checks.<br>
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'''Shield Modulation''': A VI's ongoing shield management processes ensure that a shield restores its integrity at a more rapid rate than normal. The character can reflexively restore 1 Shield point on their turn, as long as they have not been hit by any attacks since their last turn.<br>
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'''Vehicle Control Subsystems''': Advanced integration programmes allow the character to enhance their control of a vehicle, granting the 9-again rule to Piloting checks.<br>
  
  
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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 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.
 
  
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''Charged Programmes''
  
''Charged Programmes''
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'''Comms Tap''': A rapid-fire codebreaker VI allows the character to attempt to break in to a communications channel as an instant action. Roll Intelligence + Interfacing, with successes giving the number of minutes that the character can listen in without the users being aware. Heavy-duty encryption can impose a penalty on the roll – standard military comm channels inflict a -3 penalty, with more difficult hacking targets increasing from there.<br>
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'''Haywire''': By unleashing chaos programmes that hammer at any networked systems nearby, the character compromises equipment and armaments. Roll Intelligence + Interfacing as a reflexive action to affect an area of up to successes x 5 yards in radius. All tech devices within this area suffer a -1 penalty to rolls using them for 2 rounds, including firearms' attack dice pools.<br>
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'''Lock-Hack''': A common (and usually illegal) programme for brute-forcing electronic locking systems, a Lock-Hack allows the character to attempt to open a lock as an extended Wits + Interfacing action with one roll representing one turn of work. The number of successes required depends on the quality of the lock in question. This is a crude electronic intrusion and will trigger alarms or alerts to the system, but it gets the job done quickly.<br>
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'''Mask''': Careful infiltration protocols and data-masks shut down the character's network trace. Roll Wits + Interfacing as a reflexive action to immediately 'go silent' for a number of rounds equal to successes rolled, rendering the character's presence on a network untraceable by others. This also serves to render the character undetectable for the duration to any attempts to locate them with technological scans for data signals.<br>
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'''Overheat''': Through a pre-prepared remote rapid hack VI, a weapon's heat sinks can be tampered with. As a reflexive action, roll Intelligence + Interfacing against a target with a penalty based on the largest weapon to be overheated (-1 for a pistol, -2 for a rifle) and a -1 penalty for each additional weapon to be overheated past the first. Success results in all targeted weapons overheating, expending the full capacity of their current heat clip. This programme can even be used reflexive at the moment that a target is about to make an attack action, leaving them pulling the trigger for no effect, but suffers an additional -5 penalty for attempting the hack so fast.<br>
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'''Subvert Synthetic''': A set of programmes that allow the character to try and hack a synthetic's systems on the fly. As an instant action, roll Wits + Interfacing opposed by the target synthetic or AI's Wits + remaining Shield points. Success give the character control of the synthetic for a number of rounds equal to successes.<br>
  
'''Bug Sweep (Instant, Scan)''':  Roll Wits + Interfacing to detect bugs within a 25 yard radius.<br>
 
'''Codebreaker VI (Instant)''':  Roll Intelligence + Interfacing; listen in to a single communications channel for successes in minutes without being detected.<br>
 
'''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.<br>
 
'''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.<br>
 
'''Homing VI Insert (Reflexive)''':  This programme may be used reflexively when throwing a grenade; the grenade gains the Auto-Targeting weapons trait.<br>
 
'''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.<br>
 
'''Manufacture Bug (Instant)''':  Creates a single standard visual & audio bug that can be placed and connected to via the character's omni-tool.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
  
 
''Running Programmes''
 
''Running Programmes''
  
'''Interfacing Analysis''': Grants the 9-again rule to Interfacing skill checks, other than for the use of charged Interfacing programmes.<br>
+
'''Interfacing Analysis''': Advanced VI diagnostic routines grant the 9-again rule to all Interfacing skill checks, other than for the use of charged Interfacing programmes.<br>
'''Interfacing Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for interfacing purposes.<br>
+
'''Interfacing Fabrication Patterns''': The omni-tool's fabrication facility benefits from a full range of tool patterns, so the character always has a tool with a +1 equipment bonus for interfacing purposes.<br>
'''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.<br>
+
'''Passive Scanning Programme''': The onboard scanning and sensory routines of the omni-tool allow the character to detect active net systems and ID them including active programmes running on omni-tools, armour and weaponry. This allows the character to use Wits + Interfacing for Perception rolls to detect these systems within a 100 yard range, or further if a signal is particularly strong.<br>
'''Rapid Data Analysis VI''': Research time is halved when attempting to acquire or piece together information from technological data sources.<br>
+
'''Rapid Data Analysis''': An advanced analysis VI and sifting programmes aid to rapidly identify and acquire relevant information vai the extranet or accessed databases. The character has their research times halved when attempting to acquire information via modern tech methods. If they have to actually read a set of old tomes in a pre-tech library, for example, then they're out of luck.<br>
'''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.<br>
+
'''Scout Drone''': A package of advanced drone management routines allows it to serve as a scout and sensor. The character's remote drone grants a +2 bonus to Perception checks, including those made via scanning programmes, and has superior sensory feedback allowing it to transmit full video feeds and readouts as long as it is within communications range of the character.<br>
'''Secure Routines''': Any attempts to hack equipment or systems that the character controls suffer a penalty equal to their Interfacing skill.<br>
+
'''Secure Routines''': Reactive defensive VI programmes inflict a penalty equal to the character's Interfacing skill on attempts to hack the equipment or systems that the character controls.<br>
'''Vehicle Interface Programming''': Grants 9-again to Perception checks made with a vehicle's sensors and scanners. <br>
+
'''Vehicle Interface Programming''': Advanced integration routines augment the character's interfacing with vehicular sensor suites. Perception checks made via a vehicle's sensors and scanners benefit from the 9-again rule.<br>
'''Sys-Drone Programming''': The character's remote drone grants an increased +2 teamwork bonus to Interfacing skill rolls, rather than the usual +1.<br>
+
'''Sys-Drone Programming''': A package of advanced drone management routines allows it to serve as an advanced systems assistant. The character's remote drone grants an increased +2 teamwork bonus to Interfacing skill rolls, rather than the usual +1.<br>
 +
 
  
 
===Medicine===
 
===Medicine===
Line 445: Line 401:
 
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 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.
 
  
 
''Charged Programmes''
 
''Charged Programmes''
  
'''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.<br>
+
'''Defibrillator Pulse''': The omni-tool discharges a pulse of energy into the patient to jolt them back to awareness. As a reflexive action, the character can target an unconscious character within 5 yards, rolling Intelligence + Medicine. Success brings the target back round to consciousness, unless they are unable to do so due to being drugged, for example. The pulse can be combined together with an Emergency Medi-Gel Application programme into one reflexive action on a single target.<br>
'''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.<br>
+
'''Emergency Medi-Gel Application''': Emergency medical management systems kick into action, allowing the character to direct the treatment to where it will be most effective. As a reflexive action, the character can target themselves or an ally within 5 yards with the programme, rolling Intelligence + Medicine with a penalty equal to any wound penalties that the target is currently suffering. On a success, expend one of the target's medi-gel doses for an immediate healing effect of 1L or 3B.<br>
'''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.<br>
+
'''Hypodermic Dart''': The onboard fabrication systems forge a hypodermic sliver of metal, loaded with carefully tailored toxins. As a reflexive action on the character's turn, they may make a ranged attack against a target within 30 yards. The attack pool is the character's Wits + Medicine but is affected by factors such as cover, concealment and so forth. The dart has a Damage rating of 1L with additional damage added from successes as normal but, if it inflicts any points of damage to the target's health points, it applies a Toxicity 2 poison dealing Bashing damage that forces the target to succeed at a Stamina check or fall unconscious. <br>
'''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.<br>
+
'''Medical Threat Analysis''': A diagnostic VI interfaces with the omni-tools sensors to quickly assess any medical hazards present. As a reflexive action, the character can roll Intelligence + Medicine for a near-instantaneous 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.<br>
'''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.<br>
+
'''Social Interaction Enhancer''':  A combination of bio-scan scrutinisation and a VI running a psychological assessment protocol allow the character to learn a great deal about those they interact with.  As a reflexive action on the character's turn, they may target a character who they are within 10 yards of and engaged in social interaction with, rolling a dice pool of Wits + Medicine opposed by the target's Composure + Subterfuge.  If the character succeeds, they benefit from a +2 bonus to all social dice pools against that character for the rest of the scene.<br>
'''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.<br>
+
'''Stimulant Injection System''': Biological monitoring programmes aid with calculating precisely the right levels of stimulants to be injected into the body. As a reflexive action, the character may increase their Dexterity score by 1, lasting a number of rounds equal to their number of Medicine skill dots. This also affects all allies linked in via a tactical network.<br>
'''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.<br>
+
'''Toxic Cleansing Programme''': Rapid assessment of hazardous toxins affecting the body allows for a tailored chemical response to be quickly deployed into the bloodstream. As an instant action, the character may roll Intelligence + Medicine versus a roll of the Toxicity of a poison affecting themselves or a character within 5 yards. Success results in the poison being neutralised. Extremely exotic or totally unknown toxins may inflict a further penalty on the roll.<br>
'''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 + EmpathySuccess grants 9-again for a single Persuasion check against the target.<br>
+
'''Toxic Materials Deployment''': The omni-tool fabricates a round containing a dangerous cocktail of toxic materials, hurling them away via a magnetic pulse. As a reflexive action on the character's turn, they may make a ranged attack against a target within 50 yards. The attack pool is the character's Wits + Medicine but is affected by factors such as cover, concealment and so forth. The attack deals no damage but fills an area around the target of 10 yards radius with caustic fumes for a number of rounds equal to the character's Medicine skill dots. This acts as a Toxicity 4 poison dealing Lethal damage via inhalation.<br>
'''Shredder Ammo (Ammo, Reflexive)''':  Roll Wits + Medicine; the chosen weapon gains the Shredder trait for a number of rounds equal to 1 + successes rolled.<br>
+
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
  
 
''Running Programmes''
 
''Running Programmes''
  
'''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.<br>
+
'''Background Toxicity Monitor''': A background monitoring VI handles automated countermeasures against toxic factors. The character benefits from a +2 bonus to all rolls to resist disease, poison, infection and other biological or chemical agents. This also affects all allies linked in via a tactical network.<br>
'''Bioscanner (Scan)''': Roll Wits + Medicine for Perception rolls to detect living organisms or organic matter within 100 yards.<br>
+
'''Bioscanner''': The onboard scanning and sensory routines of the omni-tool allow the character to detect nearby life-signs and traces of organic matter. This allows the character to use Wits + Medicine for Perception rolls to detect living organisms or organic matter within a 100 yard range.<br>
'''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.<br>
+
'''Decoy-Drone Programming''': A package of advanced drone management routines allows it to serve as a decoy drone. Through complex bio-mimicry, the drone projects both a holographic decoy of the character, combined with realistic 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 decoy-drone's projection on a realtime basis.  Observers must pass a Perception check with a penalty equal to the character's Medicine skill dots to note that something is off about the decoy; physically interacting with the decoy will immediately show it to be a holographic projection with a drone at its heart, as will other actions that show its nature.<br>
'''Med-Drone Programming (Drone)''': The character's remote drone grants an increased +2 teamwork bonus to Medicine skill rolls, rather than the usual +1.<br>
+
'''Med-Drone Programming''': A package of advanced drone management routines allows it to serve as an advanced medical assistant. The character's remote drone grants an increased +2 teamwork bonus to Medicine skill rolls, rather than the usual +1.<br>
'''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.<br>
+
'''Medi-Gel Overseer''': A continually running VI programme monitors and adjusts the application of medi-gel to deal with injuries. Whenever the character uses a charge of medi-gel for healing purposes, either on themselves or others, they may roll Intelligence + Medicine. If they achieve as many or more successes as the target has injured health points, the total Bashing or Lethal health points healed is increased by 1.<br>
'''Medical Analysis''': Grants the 9-again rule to all Medicine skill checks, other than for the use of charged Medicine programmes.<br>
+
'''Medical Analysis''': Advanced VI diagnostic routines grant the 9-again rule to all Medicine skill checks, other than for the use of charged Medicine programmes.<br>
'''Medical Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for medical purposes.<br>
+
'''Medical Fabrication Patterns''': The omni-tool's fabrication facility benefits from a full range of tool patterns, so the character always has a tool with a +1 equipment bonus for medical purposes.<br>
'''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.<br>
+
 
  
 
===Science===
 
===Science===
  
 
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.
 
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.
 +
  
 
''Charged Programmes''
 
''Charged Programmes''
  
'''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.<br>
+
'''Cryo-Material Deployment''': The omni-tool fabricates a round containing a mixture of chemicals that will undergo a cryogenic reaction when deployed. As a reflexive action on the character's turn, they may make a ranged attack against a target within 50 yards. The attack pool is the character's Wits + Science but is affected by factors such as cover, concealment and so forth. Should the attack hit, it deals no damage but douses the target in the freezing gases, inflicting a -2 penalty on all physical action rolls (including attacks) and reducing their Speed by 5 for 1 round.<br>
'''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.<br>
+
'''Hyperscan''': The onboard scanning and sensory routines of the omni-tool allow the character to emit a pulse that can detect nearby unusual or intense energy signatures and matter concentrations. This allows the character to use Intelligence + Science for a Perception roll to detect and identify strong energy emissions or unusual matter within a 100 yard range.<br>
'''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.<br>
+
'''Incendiary Material Deployment''': The omni-tool fabricates a plasma round containing a mixture of chemicals that will undergo a n incendiary reaction when deployed. As a reflexive action on the character's turn, they may make a ranged attack against a target within 50 yards. The attack pool is the character's Wits + Science but is affected by factors such as cover, concealment and so forth. Should the attack hit, it deals no damage but douses the target and an area around them of 5 yard radius in flammable materials that immediately start burning with fierce intensity, and will continue to do so for a number of rounds equal to the character's Science skill dots. The fire inflicts 3L per turn, reduced by Armour as normal, but also grants all other attacks against a burning target Armour Piercing 1. As long as a burning target is able to remove themselves from the area of effect, they can put out the fire as a reflexive action on their turn.<br>
'''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.<br>
+
'''Pattern Recognition Algorithms''': A simple VI meshed with pattern recognition programming can perform a high-speed resource-intensive analysis. As an instant action, the character may make an Intelligence + Science roll to identify significant patterns in a set of available data or information.<br>
'''Hyperscan (Reflexive, Scan)''':  Range 100 yards; Roll Intelligence + Science to detect and identify strong energy emissions or unusual matter.<br>
+
'''Rapid Matter Analysis''': A set of scanning programmes quickly analyse a sample of matter to provide a complete breakdown of its composition. As an instant action, the character may roll Intelligence + Science to get a full analysis of some sample matter, including chemical composition and properties.<br>
'''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. <br>
+
'''Unstable Materials''': A set of safety-boundary-pushing programmes allow the character to to increase the operational margins of instability in deployable materials. The character may expend this programme at the same time as an Incendiary, Cryo- or Toxic Materials Deployment programme to increase the radius of effect by 10 yards.<br>
'''Pattern Recognition Algorithms (Instant)''': Roll Intelligence + Science to identify significant patterns in a set of data or information.<br>
+
 
'''Rapid Matter Analysis (Instant)''': Roll Intelligence + Science; success grants a full analysis of some sample matter, including chemical composition and properties.<br>
 
'''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.<br>
 
'''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.<br>
 
  
 
''Running Programmes''
 
''Running Programmes''
  
'''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.<br>
+
'''Energy Drone''': A package of advanced drone management routines allows it to direct energies into an attack. 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 Incendiary, Cryo- or Toxic Materials Deployment instead of the character.<br>
'''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.<br>
+
'''Energy Projection Modulation''': Advanced energy handling routines increase the omni-tool's output available for emission purposes. The character gains a +1 bonus to any attacks made with Tech Process programmes.<br>
'''Energy Projection Modulation''': The character gains a +1 bonus to attack pools made with Attack programmes.<br>
+
'''Environmental Shielding''': A monitoring VI keeps vigilant watch over environmental diagnostics, adjusting and augmenting existing protective measures. The character adds their Science skill dots as a bonus to rolls to resist environmental effects such as extreme heat, cold or causticity, and adds 1 point of Armour to their Shield points against any direct attacks of these kinds.<br>
'''Environmental Assessment Programme''': The character adds their Science skill dots as a bonus to rolls to resist environmental effects and perceive environmental dangers.<br>
+
'''Full Spectrum Sensory Suite''': A top-of-the-range set of analytical and sensory programmes aid the character with close investigation. When they have the time to carefully go over a location, the character benefits from the 9-again rule on Perception and Investigation checks.<br>
'''Environmental Shielding VI''':  The character gains 1 point of Armour on their Shield points against attacks with the Cryo, Disrupt, Inferno or Toxicity rules.<br>
+
'''Lab-Drone Programming''': A package of advanced drone management routines allows it to serve as an advanced lab assistant. The character's remote drone grants an increased +2 teamwork bonus to Science skill rolls, rather than the usual +1.<br>
'''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.<br>
+
'''Mass Shielding Matrix''': Subtle distortion emissions are carefully controlled to interfere with any biotic attacks on the character. Biotic attacks that target the character, even if only due to them being in the area of effect, suffer an additional -1 penalty.<br>
'''Lab-Drone Programming (Drone)''': The character's remote drone grants an increased +2 teamwork bonus to Science skill rolls, rather than the usual +1.<br>
+
'''Scientific Analysis''': Advanced VI diagnostic routines grant the 9-again rule to all Science skill checks, other than for the use of charged Science programmes.<br>
'''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.<br>
+
'''Scientific Fabrication Patterns''': The omni-tool's fabrication facility benefits from a full range of tool patterns, so the character always has a tool with a +1 equipment bonus for scientific purposes.<br>
'''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.<br>
 
'''Scientific Analysis''': Grants the 9-again rule to all Science skill checks, other than for the use of charged Science programmes.<br>
 
'''Scientific Fabrication Patterns''': Always counts as a tool with a +1 equipment bonus for scientific purposes.<br>
 
 
 
 
 
===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.<br>
 
'''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.<br>
 
'''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.<br>
 
'''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.<br>
 
  
 
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