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| #1azisienApr 02, 2009 20:17:36 | This is a project of mine from about a year back, when the game was still hot. Still, it is incomplete, and with summer approaching the friend I built it up with and I were thinking of completing it. I doubt it'll have much, or any, interest, with the game long gone. Alas...here is an exerpt. ---------------- Kinetic Barriers Kinetic barriers, more commonly called shields, are repulsive mass effect fields projected from tiny emitters, providing protection against most mass accelerator weapons. They safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles, but still allows the user to sit down without knocking away their chair. The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins or radiation. There are two characteristics of kinetic barriers that concern users: strength and recharge rate. Kinetic Barrier Strength Barrier strength simply refers to the energetic pounding a barrier can take before fading and leaving the user vulnerable. Barrier strength is represented by shield points (SP) which vary based on the armor, vehicle, or ship the barrier is installed on. In addition to baseline performance, biotic abilities such as Barrier and technical upgrades with the Electronics class feature increases the damage threshold of kinetic barriers. Kinetic Barrier Recharge Rate All barrier emitters have an inherent recharge rate as emitters right themselves from the pounding they’ve taken and re-establish a functional barrier. Kinetic barriers are recharged once every turn (10 rounds), which restores an amount of shield points equal to the recharge rate. In addition to baseline performance, certain class abilities increase the recharge rate of a kinetic barrier. Medi-gel Medi-gel (medical gel) is an all-purpose medicinal salve combining an anesthetic and clotting agent used by paramedics, EMTs, and military personnel, produced by the Sirta Foundation. It heals various wounds and ailments, instantly sealing injuries against infection and allowing for rapid healing by having the gel grip tight to flesh until subjected to a frequency of ultrasound. It is sealable against liquids - most notably blood - as well as contaminants and gases. Technically its properties make it illegal under genetic modification laws, but the restriction goes unnoticed because medi-gel is so useful. All personal armors come ready-equipped with medi-gel dispensers for quick use in combat situations. Overall this reduces the need for combat medics (though a user skilled with medi-gel does a much better job than one unskilled) on the battlefield, since every soldier’s armor has the ability to apply treatments. Activating the medi-gel system requires a move action. Medi-gel can be applied for self-aid, but it can also be applied to allies as long as they are in an adjacent square (and applying still only requires a move action). The downside of the quick delivery system for medi-gel is a slow recharge time while the system prepares another batch for ready-use. Medi-gel dispensers equipped into armors require one turn (10 rounds) to recharge. Only a certain quantity of medi-gel can be stored on a particular suit of armor and refilling is required from time to time. Medi-gel comes in convenient dispensers that are easily inserted into armor, a process which takes only a move action for refilling any amount of medi-gel (up to the maximum amount). Generally a suit of armor can hold enough medi-gel for five applications, but armor specifications can vary. In addition, a number of upgrades and class features can improve medi-gel in one form or another. There are two types of medi-gel, standard grade and military grade. Standard grade: Target regains 1d4 hit points for every character level the target has. Military grade: Target regains 1d6 hit points for every character level the target has. Treat Injury and Medi-gel Treat Injury improves the effectiveness of medi-gel. When attempting to Restore Hit Points (DC 15), the effectiveness of medi-gel increases by one die if the check is successful. For every 10 over the DC, another die is added. When performing surgery to restore hit points, the check goes as normal. A surgeon can add one canister of medi-gel, increase the DC to 25 and, if successful, add the medi-gel check onto the surgery check. Advanced Classes The setting introduces ten new advanced classes, though not all the classes are available to all races (see Races). Adept ![]() The Adept is the most focused biotic warrior, and can learn every biotic power introduced in the setting. The Adept is limited to light armor only, and may only gain specialist training with pistols. He also possesses no tech skills. Biotic powers focus on manipulation of telekinetic forces with Singularity, Lift and Throw. They can weaken foes with Warp and protect themselves with Barrier. Adepts are powerful manipulators of mass effect fields. Requirements To quality to become an Adept, a character must fulfill the following criteria. Race: Human, Asari, or Batarian. Base Attack Bonus: +2 Skills: Concentration +6 Items: L2 or L3 (or equivalent) cybernetic implant. Ability Intelligence is the ability associated with this class. Adepts benefit from Dexterity to make accurate ranged touch attacks. Hit Die Adepts gain 1d6 hit points per level. The character’s Constitution modifier applies. Action Points The Adept gains a number of action points equal to 6 + one-half character level, rounded down, every time a new level is attained in this class. Class Skills Concentration (Con), Craft (chemical, electronic, mechanical, pharmaceutical, structural) (Int), Knowledge (current events, popular culture, earth and life sciences, physical sciences) (Int), Profession (Wis), Read/Write Language (none), Research (Int), Search (Int), Speak Language (none). Skill Points at Each Level: 4 + Intelligence modifier. Class Features The following features pertain to the Adept advanced class. Biotic Power The key to the Adept is its biotic talents, and each time the Adept receives this special feature, he or she chooses one biotic power from the power tree below. At 1st level, the Adept actually gains three biotic powers automatically. At 2nd and 3rd level, the Adept chooses two powers per level, and one for every level thereafter. Biotic Defense As Adepts expand their power, they also learn to defend themselves against other biotics. Starting at 2nd level, the Adept gains 3 Biotic Protection. At 5th level, it increases to 6. At 8th level, it increases again to 9. These bonuses stack with protections given through equipment. Bonus Feats At 3rd, 6th, and 9th level, the Adept gets a bonus feat. The bonus feat must be selected from the following list, and the Adept must meet all the prerequisites of the feat to select it. ![]() Biotic Powers Warp Warp generates an unstable mass effect field that ripples spacetime, lowering the armor of enemies decreasing their Defense and inflicting force damage over time. As Warp improves, the durarion, Defense loss, and force damage increase. Enemies can move freely within a Warp field, and if they move out of the radius, they are no longer affected by the field. The effects of Warp do not stack. Warp Progression Warp I Damage: 1d4/round Defense loss: -2 Manifestation time: Attack action. Range: 100ft + 10ft/level Target: One square. Radius: 15ft Duration: One round Power Points: 3 Warp II Damage: 1d6/round Defense loss: -3 Manifestation time: Attack action. Range: 100ft + 10ft/level Target: One square. Radius: 20ft Duration: One round Power Points: 4 Warp III Damage: 2d4/round Defense loss: -4 Manifestation time: Attack action. Range: 100ft + 10ft/level Target: One square. Radius: 20ft Duration: Two rounds Power Points: 5 Warp IV Damage: 2d6/round Defense loss: -5 Manifestation time: Attack action. Range: 100ft + 10ft/level Target: One square. Radius: 25ft Duration: Three rounds Power Points: 6 |