Powers
An Introduction to Powers
Powers are abilities that a character can perform to aid them in battles. They come in three types: Combat, Biotic and Tech, and each type has two tiers. A character may only earn powers they are eligible for; this eligibility is usually earned through their class, however some races also grant eligibilities.
Unlocking a power costs one talent point. Increasing a power's level costs talent points equal to that power's level. You must unlock the previous level in a power before you may unlock the next. For example, an Adept unlocks the Warp power for 1 talent. They then upgrade it to level 2 for another two talent points. The Adept has spent 3 total talent points on Warp.
Starting at level 4 of every power, there are two possible effects of an upgrade. Upon choosing to upgrade the power, you must select the option you wish. You may not reverse this choice, and may not purchase that level again to get both benefits.
Every power that directly affects an enemy negates all dodge bonuses to accuracy, but maintains all cover bonuses. Hitting with a power in this manner works just as firing a gun; you must roll a twenty sided die and add a modifier against a DC of 10 + cover bonus + any other bonus the enemy has. The difference here is that your accuracy roll is modified by Fitness for combat powers, Focus for Biotic powers and Intelligence for Tech powers.
Every power has the following information:
AP cost: The amount of Action Points it costs to use this power.
Cooldown: The amount of turns it will take for you to be able to use any power again. Cooldown is reduced at the start of your turn, so a power with a cooldown of 1 will make powers unavailable until your next turn, and a cooldown of 0 will not restrict your use of powers. When you use a power, no power can be used until its cooldown is up. Therefore, if you cast Warp at a cooldown of 3, you cannot use any power for 3 turns.
Required lines: If listed, you must have either or both line of sight and effect with your target in order to use a power.
Range: The maximum distance this power can reach. Unlike firearms, powers have no effect past this number, and accuracy is the same throughout.
Effect: The result of the power if it hits the target.
Unlocking a power costs one talent point. Increasing a power's level costs talent points equal to that power's level. You must unlock the previous level in a power before you may unlock the next. For example, an Adept unlocks the Warp power for 1 talent. They then upgrade it to level 2 for another two talent points. The Adept has spent 3 total talent points on Warp.
Starting at level 4 of every power, there are two possible effects of an upgrade. Upon choosing to upgrade the power, you must select the option you wish. You may not reverse this choice, and may not purchase that level again to get both benefits.
Every power that directly affects an enemy negates all dodge bonuses to accuracy, but maintains all cover bonuses. Hitting with a power in this manner works just as firing a gun; you must roll a twenty sided die and add a modifier against a DC of 10 + cover bonus + any other bonus the enemy has. The difference here is that your accuracy roll is modified by Fitness for combat powers, Focus for Biotic powers and Intelligence for Tech powers.
Every power has the following information:
AP cost: The amount of Action Points it costs to use this power.
Cooldown: The amount of turns it will take for you to be able to use any power again. Cooldown is reduced at the start of your turn, so a power with a cooldown of 1 will make powers unavailable until your next turn, and a cooldown of 0 will not restrict your use of powers. When you use a power, no power can be used until its cooldown is up. Therefore, if you cast Warp at a cooldown of 3, you cannot use any power for 3 turns.
Required lines: If listed, you must have either or both line of sight and effect with your target in order to use a power.
Range: The maximum distance this power can reach. Unlike firearms, powers have no effect past this number, and accuracy is the same throughout.
Effect: The result of the power if it hits the target.
Weight
Carrying heavy gear interferes with your ability to use a power. For every weapon you carry after the first, every power increases in cooldown by 1. Therefore, if you are carrying no weapon or only one weapon, you receive no penalty, but if you are carrying two weapons, a power whose cooldown is 2 would instead be increased to a cooldown of 3. Weapon, armour and items with the Weight x property (Weight 1, Weight 2, etc.) increase cooldown by their associated x value in addition to their regular increase.
COMBAT I
Armour Piercing Ammo
Cryo Ammo
Concussive Shot
Incindiary Ammo
Tactical Scan
COMBAT II
Adrenaline Rush
Carnage
Fortification
Marksman
BIOTIC I
Barrier
Biotic Charge
Nova
Pull
Throw
Toss your enemy through the air with a biotic blast
AP cost: 5
Cooldown: 5
Requires line of sight and effect
Range: Unlimited, 1 target
Effect:
Launch the target through the air. The target lands prone, 3 meters away
AP cost: 5
Cooldown: 5
Requires line of sight and effect
Range: Unlimited, 1 target
Effect:
Launch the target through the air. The target lands prone, 3 meters away
Level 2
Reduces cooldown by 1
|
Level 3
Throws target one extra meter
|
Level 4
Throws the target one extra meter
OR Increase accuracy by 2 |
Level 5
Attack causes 30 Impact damage
OR Lower AP cost by 1 |
Level 6
Target up to 2 targets with one attack
OR Reduces cooldown by 1 |
Warp Ammo
BIOTIC II
Biotic Protector
Dark Channel
Dominate
Lash
Warp
Rip your enemy apart on a molecular level
AP cost: 3
Cooldown: 4
Requires line of sight and effect
Range: Unlimited, 1 target
Effect:
Damage: 25 Biotic
Health cannot recharge for 5 turns
All damage vs. Armour against the target is doubled for 5 turns
AP cost: 3
Cooldown: 4
Requires line of sight and effect
Range: Unlimited, 1 target
Effect:
Damage: 25 Biotic
Health cannot recharge for 5 turns
All damage vs. Armour against the target is doubled for 5 turns
Level 2
Reduces cooldown by 1
|
Level 3
Increases damage by 10
|
Level 4
Increase damage by 15
OR Attack gains splash 2, all non-centered attacks are halved damage and duration |
Level 5
Increase damage by 20 and duration by 2
OR Increase all damage taken by target by 20% for 5 turns |
Level 6
Damage to Armour and Barriers gain X1.5 damage and Armour now weakened by X2.5
OR Reduces cooldown by 1 |
Reave
Singularity
Shockwave
Topple your enemies with a cascading shockwave
AP cost: 4
Cooldown: 5
Requires line of sight, passes through objects
Range: 6 (Straight line), all targets
Effect:
Push enemies 1 meter away from the caster
20 Impact damage
AP cost: 4
Cooldown: 5
Requires line of sight, passes through objects
Range: 6 (Straight line), all targets
Effect:
Push enemies 1 meter away from the caster
20 Impact damage
Level 2
Reduces cooldown by 1
|
Level 3
Push enemy 1 extra meter
Increase damage by 10 |
Level 4
Push enemy 1 extra meter
Increase damage by 10 OR Increase range by 4 |
Level 5
Increase damage by 35
OR Increase range by 5 |
Level 6
Reduces cooldown by 1
OR Reduces target's AP by 5 on their next turn |