Engineering and Science

Kinetic Barrier Generator

Rank: Seasoned
Power Points: 1/section
Range: Smarts
Duration: 3 (1 per section, per round)
Requires: Omni Tool
Trappings: Your create a tangible wall of energy.
Barrier creates a solid, immobile wall to protect the user against attack or to entrap an opponent. The Barrier has a Toughness of 10. Every Power Point spent creates a 1” wide section of wall. The wall is a thin transparent solid barrier. (If you’re using a gridded mat to play, draw the barrier between the squares directly along the grid-lines.) The exact placement of each section is defined by the caster, but each section must be connected to at least one other section after the first. When the power expires or a section is broken, it dissipates. Each section of the barrier may be destroyed by an attack that equals its Toughness of 10. Physical walls are treated exactly like inanimate objects; they are considered to have a Parry of 2 (ranged attacks work as normal), but raises on the attack roll do not grant bonus damage nor do damage dice Ace.

Advanced Surgical Drone

Rank: Veteran
Power Points: 10/20
Range: Touch
Duration: Instant
Trappings: The advanced drone restores wounds more than one hour old. This use of the power requires 10 Power Points and otherwise works exactly like the standard Medi-Gel Applicator. The advanced drone can also heal Permanent Crippling Injuries. This requires a science skill roll at –4, 1d6 hours of time, and 20 Power Points. Only one use is permitted per injury — if it fails, the injury really is permanent.

Tech Armor

Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Requires: Engineer's Omni Tool and Tech Armor Set
Trappings: You are surrounded by a strong biotic field that absorbs blows, blasts and bullets.
Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor.

Tech Shield

Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Requires: Omni Tool
Trappings: Tech shield creates a energy shield fixed to your Omni-tool that alters the path of incoming ranged attacks and repels melee attacks.
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.

Plasma Burst (Incinerate)

Rank: Seasoned
Power Points: 2–6
Range: 24/48/96
Duration: Instant
Requires: Omni Tool
Trappings Plasma Burst is a high-explosive plasma round fired from the user's omni-tool. The engineer first picks where he wants to center the blast, then makes the appropriate skill roll. Normal ranged attack modifiers apply. The area of effect is a Medium Burst Template. If the roll is failed, the blast deviates as a launched projectile. Targets within the blast suffer 2d6 damage. Blast counts as a Heavy Weapon.
Additional Effects: For double the Power Points, the blast does 3d6 damage, or the size is increased to a Large Burst Template. For triple the points, it does both.

Hypo-Booster

Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Requires: Omni Tool
The Hypo-Booster injects enhancement drugs into your or a target's system boosting one of your traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds 1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d122 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the engineer must keep track of when each casting expires as usual.

Phaser

Rank: Novice
Power Points: 1 per intensity level
Range: 12/24/48
Duration: Instant
Requires: Omni Tool
The damage of the phaser is 2d6.
►►Intensify: The character may intensify up to 3 levels by spending a like amount of Power Points. This is rolled just like fully-automatic weapons fire but without the fullauto penalty—the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice.
►►Additional Damage: The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.

Focused Ultrasonic Stun Ray

Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Requires: Omni Tool
Trappings: On a success, a target must make a Smarts roll or be Shaken, and on a raise, the roll is made at –2.

Static Field Generator

Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 3 (2/round)
Requires: Omni Tool
The static field generator creates an effect around a character that deals damage to anyone who contacts them in close combat. With a success, the power does 2d6 damage. With a raise, damage field causes 2d8 damage. The damage affects any adjacent character who makes a successful attack roll against the subject. It has no effect on non-adjacent attackers (for example, Reach or ranged attacks).
If a character with a damage field strikes someone in unarmed combat, the target takes the field’s damage plus the character’s Strength die (Str+2d6). The character may also simply touch the opponent (+2 to Fighting) and do the field’s damage only. A target who is grappled suffers the field’s damage each round on the attacker’s action; if the attacker chooses on following rounds to actively damage the target, he adds his Strength die to the damage roll as above and may get a bonus die for a raise.

Tactical Cloak

Rank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)
Requires: Omni Tool and Tech Armor
With a success, the character is transparent, but a distortion is visible. A character may detect the cloaked presence if he has a reason to look and makes a Notice roll at –2. Once detected, he may attack the foe at –2 as well. With a raise, the distortion is finer. The penalty to Notice or hit him is –4. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible.

Tech Dampening

Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Requires: Omni Tool
Dampening allows an engineer to negate tech powers. Dampening can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, disrupting the opponent’s power is an opposed roll of engineering skills.

Drone Control Unit

Rank: Novice
Power Points: 1-3/Drone
Range: Smarts
Duration: 1 hour (1/additional hour)
Requires: Omni Tool
You may initiate control of any number of drones with use roll. A fabricated drone takes 1 round to come into play. Only 1 fabricated drone can be fabricated per round (So basically, if you use this power and want multiple drones, each drone comes out 1 round after the other). It takes a skill to calibrate each drone. Make an engineering roll for each drone at the time this power is used, upon a fail, it takes 3 power points to take full control, with a success it takes 2 and with a raise it takes 1. Drones will stay in under your control for 1 hour after with you must spend 1 power point per drone to continue control for an additional hour.

Common Drones:

Sentry Drone: "Eye in the Sky"

Sentries are spherical drones bristling with sensors that have no armaments at all.
Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength d4, Vigor d6
Skills: Notice d8, Stealth d8
Pace: 10 (Hover Climb 3); Parry: 10; Toughness: 6
Construct: +2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage. Immune to Fear and Intimidation.
Sensors: +2 to Notice
Size –1: Sentry robots are the same size as a small basketball.
Camera: A audio/video feed is sent the controllers Omni-tool.

Demolitions Drone: "Martyr"

Martyrs are small spherical drones that roll. They are packed with explosives (They would hover, but the explosives are heavy)
Attributes: Agility d6, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Skills: Notice d4, Stealth d6
Pace: 6; Parry: 8; Toughness: 8
Construct: 2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage. Immune to Fear and Intimidation.
Size –1: Demo robots are the same size as a small basketball.
Explosive: When triggered, the explosive will do 2d8
2 damage

Attack Drones: "Wasps"

Wasps are small hovering attack robots that carry light weaponry and a stock lance.
Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d4, Vigor d6
Skills: Notice d6, Stealth d6, Shooting: d6, Fighting: d6
Pace: 6 (Limited Hover); Parry: 10; Toughness: 8
Construct: 2 to recover from being Shaken; Immune to poison, disease, and suffocation; No additional damage from Called Shots; Piercing weapons cause half damage. Immune to Fear and Intimidation.
Cannon: 2d6
1, 8 shots
Shock Lance: Vigor vs Shaken, 1 charge
Size –1: Wasps are the same size as a basketball (but not spherical).
Camera: A video feed is sent the controllers Omni-tool.

Engineering and Science

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