Mass Craft Core V1.0

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Mass Craft

Tech Armor Basics

Tech Training

Your tech armor offers substantial protection. You have been trained to use your omni-tool for Prerequisites: tech power (tech armor) NPC qua- more than just the basics. lity, Career Level 3+ Prerequisites: Electronics 4+ ranks Benefit: Your tech armor power now provides Benefit: You gain the tech power I NPC quality. 10 points of damage reduction. Additionally, while Special: You may take this feat once only. Chayour tech armor is active the cost to activate critical racters with the engineer, infiltrator or sentinel hits scored against you increases by 1. When the last Specialty may not take this feat. point of damage reduction is lost, tech armor now deals 2d6 lethal damage.

Species Feats

Some characters embrace their unusual heritage, working to develop the special abilities of When it detonates, your tech armor releases a tortheir race. Some species feats have a “Career Level rent of damaging energy. Prerequisites: Tech Armor Basics, Career Level 1 only” prerequisite, especially if they significantly affect a character’s heritage. 6+

Tech Armor Mastery

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Benefit: Your tech armor power now provides 15 points of damage reduction. Additionally, while Adapted Your body has adapted to the harsh conditions your tech armor is active the cost to activate critical hits scored against you increases by 2. When the last that you live in. Prerequisites: Vorcha, Survival 6+ ranks point of damage reduction is lost, tech armor now Benefit: Choose one of the following hazards. deals damage within a 10 ft. sphere. • Darkness: You gain darkvision II, and a +2 bonus on Ambush checks made in ambient light Tech Armor Supremacy that is dim or worse. Your tech armor power has evolved. • Deadly environment: You gain Damage ResisPrerequisites: Tech Armor Mastery, Career Letance 5 (choose one: Acid, Bang, Cold, Elecvel 9+ trical, Fire, Flash, Heat or Sonic damage). Benefit: You gain a +1 bonus with Will saves • High gravity: Your Strength increases by 1, made vs. stress damage. Additionally, your tech arand your jumping distance is no longer limimor power is permanently upgraded. Choose one ted by your height. of the following benefits. • Overcrowding: You gain feral and regeneration • Assault armor: When the last point of damage 1. reduction is lost, tech armor now deals 3d6 • Sleep deprivation: You require only 2 hours of lethal damage within a 20 ft. sphere. sleep per day. • Power armor: Your tech armor now provides • Starvation: You require only 1 common meal 20 points of damage reduction, and, whilst every 2 days. active, your ranged weapons and biotic and • Thin atmosphere: Your Constitution increases tech powers increase their damage by 50% by 1, and you can hold your breath for a num(rounded up). ber of minutes equal to your Constitution score. Tech Finesse • Violence: You gain damage reduction 2. Your finesse with your omni-tool means you hit only those you intend to. Admiralty Upbringing Prerequisites: Intelligence 13+ As the child of a commissioned officer, your eduBenefit: Your tech powers do not affect your cation and gear are both high quality. team-mates. Prerequisites: Quarian, Level 1 only Benefit: Your Intelligence and Wealth both increase by 2.

le Scriptorium - Campaign Setting - Mass Craft by Mark Newman


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