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View Full Version : Mass Effect 4e; Power Brainstorming!



wayfare
2012-06-20, 05:47 PM
Hey All:

I am running a game set in the Mass Effect Universe, and want some input on the powers I've designed.

A Few Design Notes:

1: AC is not a thing. Armor reduced damage when you are hit.

2: Instead of the Bloodied condition, we have the Unshielded Condition. Once you hit half health, you are Unshielded. Many powers have an additional effect against Unshielded opponents.

3: Character have a Healing Surge value, but no set number of daily surges. Taking a short rest (30 mins) allows you to recover health, as does an application of medi-gel.

4: Powers have a Recharge Value. Once per round, as a minor action, you may roll a d20 against the Recharge Value to attempt to regain use of the power.

5: You begin play with one Attack and one Utility power. At levels 3,5,7,9 you can choose a new power of either type.

6: Criticals add 1(w) damage whereas the High Crit ability inflicts max damage.

Ok, first up -- the Soldier

Soldier Attack Talents

Key Attributes: Dexterity and Wisdom

Design Notes: I want the Soldier to deliver powerful attacks that take advantage of status effects, particularly the Unshielded and Combat Advantage status effects. When taking advantage of these effects, the Soldier becomes a striker. However, I want the soldier to have a few tricks up his sleeve for setting up status effects as well -- soldier work best in a unit, after all.

{table=head]Concussive Shot
You quickly modify your weapon to fire a single dense round wrapped in an unstable mass effect field. On impact, your target is staggered.
Recharge 11 -- Standard Action -- Ranged Attack
Target: Single
Range: Weapon
Attack: Dexterity v. Fortitude
Hit: 1(w) + Dexterity damage, and the opponent is Dazed until the beginning of your next turn.
Special: Unshielded targets are Dazed until the end of your next turn.
[/table]

{table=head]Swift Slash
A quick attack sends you barreling past an enemy and into perfect flanking position.
Recharge 11 Standard Action Melee Attack
Target: Single
Range: Melee
Attack: Dexterity/Wisdom v. Reflex
Hit: 1(W) + Dexterity/Wisdom damage, and you may shift 2 squares.
Special: If you shift to a square adjacent to the Target, choose one ally you can see. The target grants that ally Combat Advantage until the beginning of your next turn.
[/table]

{table=head]Uncanny Precision
You take a moment to line up your attack, striking when your opponent reveals a weak-point in her defenses.
Recharge 11 Standard Action Melee or Ranged Attack
Target: Single
Range: Melee
Attack: Wisdom + 2v. Reflex
Hit: 1(W) + Wisdom damage.
Special: Opponents granting you Combat Advantage take +Dexterity damage.
[/table]

{table=head]Overkill
You lay down a long burst of suppressing fire enemies will have to fight for every inch if they want to gain ground!
Recharge 13 Standard Action Ranged Attack
Target: Blast 3
Range: Close
Attack: Dexterity v. Reflex
Hit: 1(W) + Dexterity damage, and the opponent is Slowed until the end of your next turn.
Miss: Half damage, and the opponent is Slowed until the beginning of your next turn. [/table]

{table=head]Marksman
A few precisely timed attacks are lethal to even the most well defended of enemies.
Recharge 13 Standard Action Ranged Attack
Target: One or Two targets
Range: Weapon
Attack: Wisdom v. Reflex
Hit (1 Target): 2(w) + Dexterity damage.
Hit (2 Targets): 1(w) + Dexterity damage.
Special: Unshielded opponents take maximum damage from this attack. [/table]

{table=head]Brutal Lunge
You rush forward to strike your enemy, overbearing your opponent wih precisely placed force.
Recharge 13 Standard Action Melee Attack
Target: Single
Range: Melee
Attack: Dexterity v. Fortitude
Hit: 2(W) + Wisdom damage, and the opponent is knocked prone.
[/table]

{table=head]Carnage
Similar to the technology used in Concussive Shot, your weapon produces a round cored in high explosives. On impact a localized fireball ensues.
Recharge 15 Standard Action Ranged Attack
Target: Burst 1
Range: Weapon
Attack: Dexterity v. Reflex
Hit: 2(W) + Dexterity damage. Make a secondary attack against all opponents within Burst 1.
Attack: Dexterity v. Reflex
Hit: 1(W) + Dexterity damage
Special: Shielded opponents take + Wisdom damage.[/table]

{table=head]Assassination
With uncanny speed, you sight and shoot, delivering a truly faultless attack.
Recharge 15 Standard Action Ranged Attack
Target: Single
Range: Weapon
Attack: Wisdom v. Reflex
Hit: 3(W) + Wisdom damage. The opponents armor does not apply to this attack.
Miss: Half Damage.[/table]

Soldier Utility Talents

Ok, these are designed to enhance the soldiers attacks and give him a bit of everything he lacks in his attacks -- a smidge of control, a bit of hard debuff, and superior movement ability.

{table=head]Adrenalin Rush
The world seems to slow to a crawl as you pick your shots with effortless grace.
Recharge 15 Minor Action Utility
Target: Self
Effect: You gain an additional Standard Action this turn, and any movement you take is considered a Shift.[/table]

{table=head]Hammerhead Rounds
You modify the micro-munitions plant in your weapon, allowing you to fire incredibly dense rounds.
Recharge 15 Minor Action Stance
Target: Self
Effect: While this Stance is active, your successful attacks Push the opponent 1 square.
Special: On a successful hit, you may end this stance to Shift an opponent 3 squares.[/table]

{table=head]Armor Piercing Rounds
A quick modification to your weapon coats your rounds in tungsten and increases the muzzle velocity of your weapon.
Recharge 15 Minor Action Stance
Target: Self
Effect: While this Stance is active, you halve the armor of any opponent you attack.
Special: On a successful attack, you may end this Stance to negate the targets armor until the end of your next turn.[/table]

{table=head]Tide of Battle
A break in the enemy lines creates a weakness you and your allies can exploit.
Recharge 13 Immediate Reaction
Range: 10 Squares
Target: Burst 4
Trigger: You reduce an enemy to 0hp
Effect: All enemy units in the burst grant you and your allies Combat Advantage until the end of your next turn.[/table]

{table=head]Immunity
You refuse to fall, even when the odds are against you.
Recharge 13 Free Action -- Utility
Target: Self
Effect: Make a saving throw to end all status effects targeting you.
Special: If you are bloodied, you gain a +2 bonus to your saving throw.
[/table]

Next up, Engineers!

Engineer Attack Talents


{table=head]Overload
You project a brief pulse from your omni-tool, overwhelming your opponents defenses.
Recharge 11 -- Standard Action -- Tech Attack
Target: Single
Range: 20 Squares
Attack: Dexterity v. Reflex
Hit: 1d6 + Dexterity electric damage, and the target takes -2 to all defenses until the beginning of your next turn.
Special: Shielded targets take +1d6 damage.[/table]

{table=head]Sabotage
Part jamming signal, part EMP, and part hypersonic static, this wide-band attack severely limits your opponents ability to engage in combat.
Recharge 11 -- Standard Action -- Tech Attack
Target: Single
Range: 10 Squares
Attack: Dexterity v. Fortitude
Hit: 1d8 + Intelligence damage, and the opponent takes -2 to all d20 rolls until the beginning of your next turn.
Special: Synthetics take -2 to all d20 rolls until the end of your next turn.[/table]

{table=head]Sear
You layer your weapon in a mass effect field containing extremely hot materiel. On impact, your opponent is scalded
Recharge 11 -- Standard Action -- Melee Attack
Target: Single
Range: Melee
Attack: Dexterity/Intelligence v. Reflex
Hit: 1(W) + Dexterity/Intelligence fire damage.
[/table]

{table=head]Cryo Blast
You launch an unstable omni-drone with a payload of super-cooled matter. When it gets near an opponent the drone explodes, freezing the target.
Recharge 13 -- Standard Action -- Tech Attack
Target: Single
Range: 15 Squares
Attack: Dexterity v. Fortitude
Hit: : 2d6 + Dexterity cold damage, and the opponent is Slowed until the end of your next turn.
Special: Unshielded opponents gain Vulnerability 5 to all damage until the beginning of your next turn.[/table]

{table=head]Incinerate
You use your omni-tool to manufacture an unstable drone with a payload of super-heated matter. You hurl your impromptu grenade at an opponent, dousing them in flame.
Recharge 13 -- Standard Action -- Tech Attack
Target: Single
Range: 10 Squares
Attack: Dexterity v. Reflex
Hit: : 2d8 + Dexterity fire damage.
Miss: Half damage.
Special: Unshielded Organics take ongoing damage equal to your Intelligence. [/table]

wayfare
2012-06-20, 06:37 PM
Reserved for Vanguard, Sentinel, and Infiltrator

wayfare
2012-06-20, 06:38 PM
Ok, post away!

Any help would be appreciated!

wayfare
2012-06-21, 09:17 PM
Shameless bump!