Mass Effect: Benediction
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Tech Powers

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Post  Admin Thu Apr 14, 2011 1:01 am

Overload: Generates a massive electromagnetic surge around a chosen target, depleting or outright shorting out kinetic barriers or other electronic shielding. On unshielded targets, it may short out personal electronics, and it will damage the systems of synthetic enemies. Overload takes two turns to cool down.

Incinerate: The user's omni-tool minifacturer creates a glob of an ultravolatile substance and launches it at a target. Upon impact, the field containing the substance ruptures and the substance ignites violently, creating an explosion of flame, badly burning and potentially igniting targets within a few meters of the impact point. Incinerate takes two turns to cool down.

Cryo Blast: The user's omni-tool minifacturer creates a glob of an substance that extremily readily saps and dissipates heat from any matter it touches, even the moisture in the air, and launches it at a target. Upon impact, the field containing the substance ruptures and the substance bursts out, immobilizing if not flash freezing the target it hit. The freezing effect lasts for one full turn before the ice is shaken off and the target can move again, albeit sluggishly. Cryo Blast needs two turns to cool down.

AI Hacking: Allows the user to temporarily dominate VIs and AIs for a short period of time, and effectively control them remotely. AI Hacking's difficulty is dependent on the complexity of the intelligence being targeted and generally lasts for three turns. The user can remote for those three turns, or give a single directive and let the target work while the user moves on to other things. AI Hacking needs three turns to cool down.

Tactical Cloak: Tactical Cloak renders the user invisible to the naked eye as well as many man-portable detection methods for three turns, or until the user attacks. The attack that de-cloaks the user, due to it's surprise nature, is extra effective and the hit and effect rolls both gain a +15. Tactical Cloak needs three turns to cool down. (This power is more effective for infiltrators because it is a focus ability of theirs)

Shadow Strike: This move requires tactical cloak. A cloaked user moves up to a target, and a special program in the omni-tool builds up a burst of air and excess energy. The user then strikes the target with their omni-tool; the impact releases the air blast and has a similar effect to the combat skill Concussive Shot (low damage, high impact). The user reappears upon use of this attack. Shadow Strike needs three turns to cool down. The normal bonus on cloak attacks does not apply to Shadow Strike.

Flash Grenade: Minifacturing functions in the omni-tool release a pulse that is then launched at the enemy. When the pulse bursts, it explodes with blinding light and an incredibly loud noise, stunning everyone around it. Flash grenades need 3 turns to cool down.

Combat Drone: The Combat Drone is generated by minifacturing function of the omni-tool and lasts until it is destroyed or shut down. The combat drone moves according to it's creator's commands, and has a set of special action commands:
Shock: the combat drone's basic attack, electrical in nature. It comes as Burst Shock (area of effect), Focused Shock (single target) and Prolonged Shock (single target over time, the drone cannot move and shields suffer from the energy expenditure).
Record: The combat drone can be used to spy; recording various media and sending it back to the omni-tool.
Manipulate: The drone can interface with electronic devices remotely.
Destruct: The drone can explode, damaging everything within a 5 meter radius.
Creation and use of a combat drone is incredibly complex and only Engineers and Sentinels have had focused-enough training to be able to use them. The Combat Drone needs 3 turns to cool down.

Neural Shock: Re-purposes first aid programs for omni-tools to instead cause intense, crippling pain in organic targets, stunning if not completely immobilizing them. The effect lasts for one turn and requires three turns to cool down. Because of the complexity of altering the required programs, only Engineers may use Neural Shock.

Energy Drain: Especially talented Engineers have discovered a way to sap energy from enemy shields and synthetic targets. This tapping of energy de-shields and/or de-powers a target, attacking anything electronic on the chosen target. The sapped energy goes to the user, overboosting their shields and eliminating any pending cool down times. This ability can only be used by Engineers and requires four turns to recharge.

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