Powers

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Tech Powers

 * 1) Combat Drone
 * 2) Cyro Blast
 * 3) Incinerate
 * 4) Overload
 * 5) Tech Armor
 * 6) Tactical Cloak
 * 7) Energy Drain
 * 8) Mark Target

Biotic Powers
A biotic combo is triggered when a character is under the effect of a priming biotic power and successfully hit with a detonating biotic power.

When a biotic combo is triggered, it ends any active effect, and deals 1 damage per strain used to cast both the primer and detonator. Detonating a combo restores 2 strain to both the primer and detonator.


 * 1) Charge [D]
 * 2) Nova [D]
 * 3) Throw [D]
 * 4) Pull [P]
 * 5) Shockwave [D, P]
 * 6) Singularity [P]
 * 7) Warp [D]
 * 8) Reave [D, P]
 * 9) Barrier [P]

Ammo Powers
Ammo Powers

Conditions
Cover


 * +1-2 Ranged defense

Staggered


 * A staggered character cannot perform actions (including downgrading actions to maneuvers).

Immobilized


 * An immobilized character cannot perform maneuvers (including maneuvers purchased via strain or spending advantages)

Disoriented


 * A disoriented character adds a setback die to all checks they make.

Fear


 * GM determined


 * Failure: The character adds a    setback die to each action he takes during the encounter.
 * Threat: The character suffers    a number of strain equal to the number of Failures. If the check generates     three disadvantages or more, the character can be staggered for his first     turn, instead.
 * Despair: The character is    incredibly frightened and increases the difficulty of all checks until the     end of the encounter by one