Tech Talents
Tech Talents function similar to Biotic Powers, except that they have additional skill requirements in order to use and, rather than taking a character’s Power Points, they instead require an Omni-Tool to fuel them.
Tech Talents are activated with the Prothean Technology skill. If a Tech Specialist attempts to use a Tech Talent that they do not have the secondary Skill Requirement for, they can still attempt to use the Talent but their Prothean Technology roll is considered to be Untrained.
AI Hacking
Rank: Veteran
Skill Requirement: Knowledge (Computers) d8
Power Points: 3
Range: Smarts
Duration: 3 (1/round)
By using an omni-tool, a skilled user can hack into electronic systems and AI’s to take control of them. AI Hacking is an opposed roll of the user’s Prothean Tech skill versus the target’s Spirit.
The user must score a success and beat the target’s roll to gain complete control. The victim will attack friends and even commit suicide, though such acts allow the victim another opposed Spirit roll to break the spell. This power is only usable against synthetic opponents.
Battle Depressants
Rank: Novice
Skill Requirement: Healing d6
Power Points: 2
Range: Smarts
Duration: 3 (1/round per section)
By tapping into the target’s omni-tool, you can administer battle depressants to decrease any of a target’s Traits. This is an opposed roll against the victim’s Vigor. Success lowers any Trait of the user’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple uses stack, though the user must keep track of when each dose expires as usual.
Battle Stimulants
Rank: Novice
Skill Requirement: Healing d6
Power Points: 2
Range: Smarts
Duration: 3 (1/round per section)
By tapping into the target’s omni-tool, you can administer battle stimulants to increase any of a target’s Traits by one die type for a standard success, and two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total.
Damping
Rank: Seasoned
Skill Requirement: Knowledge (Electronics) d8
Power Points: 3
Range: Smarts
Duration: 3
Damping is a potent skill that disrupts the use of Omni-Tools and Biotic Amplifiers. When the Talent is used, all creatures within a Small Burst template must make a Smarts roll (for Tech users) or Spirit roll (for Biotics users). If they do not exceed the caster’s Prothean Technology result, they are unable to use Tech Talents or Biotic Powers for the duration. Moving out of the area of effect does not negate this effect.
Damping does not negate Talents or Powers that are already in effect.
Deflection Shield
Rank: Novice
Skill Requirement: Knowledge (Electronics) d6
Power Points: 2
Range: Touch
Duration: 3 (1/round per section)
By changing and varying the density of their own shields, a skilled Tech specialist can cause incoming attacks to change course, sometimes making them miss completely rather than absorbing the impact.
With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to -4. This also acts as Armor against area effect weapons.
First Aid
Rank: Novice
Skill Requirement: Healing d6
Power Points: 3
Range: Smarts
Duration: Instant
By applying fast-acting pain killers, clotting agents, and general-use medi-gel, the user is able to heal a target’s wounds. Note that method of triage only works within the first hour after a wound is taken. A Success heals 1 wound, and a Raise heals 2.
Medicine
Rank: Medic
Skill Requirement: Healing d10
Power Points: 10-20
Range: Touch
Duration: Instant
By applying anesthetics and other long-term medication in conjunction with more specialized medi-gels, the user is able to heal a target’s wounds, even older injuries. The use of this power also can be used to heal nonpermanent Crippling Injuries. This requires a Prothean Tech roll at -4, 1d6 hours of time, and double the power point expenditure.
Overload
Rank: Novice
Skill Requirement: Repair d6
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
By quickly hacking into a hostile battle network, a skilled tech specialist can temporarily disrupt an opponent’s shields for a short period of time. For the duration of the effect, a victim of Overload is treated as having a shield rating of zero.
Shield Boost
Rank: Novice
Skill Requirement: Repair d6
Power Points: 2
Range: Smarts
Duration: 3 (1/round per section)
Shield Boost increases the density of the target’s shields. Success grants the recipient 2 points of Shields. A raise grants 4 points of Shields.
Sabotage
Rank: Veteran
Skill Requirement: Repair d8
Power Points: 2
Range: Smarts
Duration: Special
By tapping into a target’s battle network, a skilled tech user can trigger a series of useless system operations, generating heat in a ranged weapon. A target affected by Sabotage loses a number of shots in their current weapon equal to the result of the caster’s Prothean Technology roll.
If Sabotage causes a weapon to overheat, it takes two rounds to dissipate the heat and allow the weapon to fire again instead of the usual one.
Weapon Overcharge
Rank: Novice
Skill Requirement: Repair d6
Power Points: 2
Range: Touch
Duration: 3 (1/round)
While this power is in effect, the weapon’s damage is increased by +2, or +4 with a raise. If a ranged weapon affected by Weapon Overcharge overheats, the Overcharge is lost when the weapon cools down.
