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=== Talents ===
 
=== Talents ===
''Passive - Bulwark:'' A Sentinel treats their Shield levels as benefiting from 1 point of Armour. This does not have any of the normal penalties associated with Armour. (Apparently this works for Barriers as well.)<br>
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''Passive - Bulwark:'' A Sentinel treats their Shield levels as benefiting from 1 point of Armour. This does not have any of the normal penalties associated with Armour.<br>
 
''Active - Vigilance:'' Once per session, a Sentinel may choose to automatically achieve an exceptional success on a Perception check (including checks made via a vehicle's sensors), or on any skill check using a Tech Programme to scan.<br>
 
''Active - Vigilance:'' Once per session, a Sentinel may choose to automatically achieve an exceptional success on a Perception check (including checks made via a vehicle's sensors), or on any skill check using a Tech Programme to scan.<br>
  
 
==== Biotic ====
 
==== Biotic ====
'''Discipline: Distortion 2'''<br>
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'''Discipline: Distortion 3'''<br>
 
Techniques available:
 
Techniques available:
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# Singularity
 
# Warp
 
# Warp
# Reave
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# Haze
'''Discipline: Integration 1'''<br>
 
Techniques available:
 
# Barrier
 
 
What each technique does:<br>
 
What each technique does:<br>
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''Singularity:'' Singularity uses distortion to punch a gravity well into the fabric of spacetime, dragging anyone nearby towards its centre.<br>
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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.<br>
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Cost: 1 Willpower point<br>
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Boost: For 1B, increase the number of yards the singularity pulls each round by the biotic's Resolve.<br><br>
 
''Warp:'' Warp creates rapidly shifting mass effect fields that tear a target apart.<br>
 
''Warp:'' Warp creates rapidly shifting mass effect fields that tear a target apart.<br>
 
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.<br>
 
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.<br>
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Cost: 1 Willpower point<br>
 
Cost: 1 Willpower point<br>
 
Boost: For 1B, Warp grants all attacks against the target Armour Piercing 1 for a number of rounds equal to Resolve.<br><br>
 
Boost: For 1B, Warp grants all attacks against the target Armour Piercing 1 for a number of rounds equal to Resolve.<br><br>
''Reave:'' This technique unleashes a powerful distortion field into the target's nervous or synthetic systems, causing a crippling overload.<br>
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''Haze:'' 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.<br>
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.<br>
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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.<br>
Cost: 1B<br>
 
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.<br><br>
 
''Barrier:'' Barrier protects the biotic with mass effect fields in the same way as technological kinetic barrier generators.<br>
 
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.<br>
 
 
Cost: 1B<br>
 
Cost: 1B<br>
Boost: For 1 Willpower point, Barrier can be activated as a Reflexive action.<br><br>
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Boost: For 1 Willpower point, the effect can be placed within 50 yards instead of being centred on the biotic.
  
 
==== Tech ====
 
==== Tech ====
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# Shield Burst (type: charged)
 
# Shield Burst (type: charged)
 
# Engineering Analysis (type: running)
 
# Engineering Analysis (type: running)
# Shield Drone Programming (type: running; requires a drone)
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# Shield Drone Programming (type: running; requires drone)
# Vehicle Control Subsystems (type: running)
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# Shield Modulation (type: running; requires drone)
  
Typical loadout: Overload, Shield Boost, Shield Drone Programming
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Typical loadout when prepared for combat, no drone available: Overload, Shield Boost, Shield Burst<br>
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Typical loadout when prepared for combat, drone available: Overload, Shield Drone Programming, Shield Modulation
  
 
What each process does:<br>
 
What each process does:<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>
 
'''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>
 
'''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>
 
'''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''': 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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'''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>
  
 
=== Stats ===
 
=== Stats ===
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==== Armour ====
 
==== Armour ====
  
Medium Armour (Armour 3, Shields 7; -2 penalty to Defence and Speed)
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Light Armour (Armour 2, Shields 7; -1 penalty to Defence and Speed)
* mod: Fortified Shielding (+1 to Shields, for a total of 8)
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* mod: Onboard Targeting VI mod (-1 to cover penalty to range attacks)
 
* medi-gel: 3
 
* medi-gel: 3
  
 
==== Personal Tools ====
 
==== Personal Tools ====
  
* Technique Biotic Amp: +2 to Barrier
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* Technique Biotic Amp: +2 to Distortion
 
* Enhanced Processor Omni-Tool: Library Size 6, +1 equipment bonus to Engineering
 
* Enhanced Processor Omni-Tool: Library Size 6, +1 equipment bonus to Engineering
  

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