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Thread: Mass Effect d20

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    Bugbear in the Playground
     
    BlueWizardGirl

    Join Date
    May 2007
    Gender
    Female

    Default Re: Mass Effect d20

    Think I'll take a stab at a few Biotic Talents.

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    Unless otherwise noted, save DCs for Biotics are 10 + 1/2 HD + CHA mod.
    Warp
    Use: Standard action.
    Save: See text
    Make a ranged touch attack. If successful, the gravitic anomaly deals 1d6 damage/level and paralyzes for 1 round/2 levels (minimum 1 round). A successful Reflex save negates the Paralysis.

    Singularity
    Prerequisite: Warp, Biotic Level 5 or Asari with 5 hitdice.
    Use: Standard action
    Save: See text
    You create a gravitic anomaly that encompasses a 5ft/level radius on any point within 300 feet that draws opponents towards its central point. They may make a Strength check as a free action (vs an effective Strength of 2/Biotic's level) to break free and act as normal; if they fail this check, they are drawn 30ft towards the center of the anomaly and may take no actions. Upon reaching the center, treat them as paralyzed as they spin around its central point.

    Barrier
    Use: Standard action.
    Two uses. The first use is to create a Barrier with a number of Barrier Points equal to (10*Level) which absorb all damage. The second is to recharge any Barriers your equipment may have, up to (20*Level) worth of Barrier Points. These temporary Barrier Points last for 1 minute/level or until depleted.

    Charge
    Use: Swift Action
    On using Charge, you may move 10ft per level (or your standard move, whichever is greater) as a move action, taking a full attack at the end of the charge, each attack an automatic critical if you succeed in hitting your opponent with every attack you make. These attacks must be made against an opponent you are adjacent to at the end of your movement.

    Dominate
    Use: Full round action.
    Save: Will negates; see text
    You imprint your mind upon an opponent's. For 1 round/2 levels (minimum 1 round), you may use a swift action to order your target to perform any action that doesn't go against his nature. If you try to make your opponent go against his nature, he receives a second save at a +4 bonus.

    Pull
    Use: Standard action
    Save: See text
    You create a gravitic well that pulls an enemy towards you. To resist, the opponent must succeed on a Strength check (vs effective strength of 5/Biotic's level) or be pulled 5ft/3 levels (minimum 5ft) towards the Biotic.

    Reave
    Prerequisites: Warp and Barrier or Asari Matriarch
    Use: Standard action.
    Save: See text
    Make a ranged touch attack. If successful, you deal (10*Level) damage to Shields and Barriers, and (5*Level) damage to Armor. If the shield/barrier is technological in nature and is drained completely, the device that generates it is shorted out for 1 round/level. A successful Fortitude save by the device (DC 10 + Cha mod) negates it being shorted out. If armor is drained, it is instead destroyed completely, though a Knowledge (mechanics) check can repair it in one-fifth the time it would take to make a suit of armor.

    Shockwave
    Use: Standard action
    Save: Reflex negates.
    You create a 15ft wide by 50ft/level long burst of biotic power. Every opponent who the Shockwave passes over must make a Reflex save in order to avoid its effects; otherwise they must make a Strength check as if bullrushed (Effective Strength score 4/level).


    All I got for the moment. Might be a tad strong, but then powers that scale always have been.

    Edit: Also note most of these have been based off of ME2 rather than ME1, especially Warp, which completely changed between the games.
    Last edited by RelentlessImp; 2010-04-04 at 03:42 PM.
    Now if you don't mind, I am somewhat preoccupied telling the laws of physics to shut up and sit down.
    I cast irresistable phantasmal killer as a 4th level spell. No save, just die.