Torres Oscuras de Ukbar
Escudos y Omni-tool
Kinetic barriers, commonly called shields, provide protection against most mass accelerator weapons. Whether on starships or a soldier's suit of armor, the basic principle remains the same.
Kinetic barriers are repulsive mass effect fields projected from tiny emitters. These shields 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.
Shields have two properties, Shield Rating (SR) and Shield Strength (SS). Barriers use Barrier Rating (BR) and Barrier Strength (BS), but function similarly.
Shield Rating acts as buffer HP. All damage taken is reduced from the target's shields first.
Shield Strength reduces all damage to the Shield Rating from all damage sources unless otherwise stated. The amount of Shield Strength is equal to half the character's heroic level.
Gaining shields: Heroic classes grant an equal hit die of Shield Rating as they do hit points. Thus, the soldier gains 1d8 shields per level, the scout gains 1d6, and the scoundrel and noble gain 1d4 shields per level. At first level, the amount of Shield Rating gained is maximized, then tripled, like Hit Points.
Upon gaining a level, a character trained in Use Biotics can choose to turn all his Shield Rating into Barrier Rating or vice versa.
Recharging shields: Shields and barriers recharge automatically on the beginning of the character's turn a number of points equal to the character's heroic level if no damage has been taken on the previous round.
Shields can also be recharged manually by using two swift actions and a Use Computer check. Barriers are recharged by using two swift actions and a Use Biotics check. The result of the check is the amount of shields recharged.
Once a character's shields or barriers break, a portion of the remaining damage is negated based on the type of damage taken.
Damage from <u>single</u>, <u>burst</u> and <u>semi-automatic</u> weapons is reduced by 100% (even with feats such as Rapid Shot).
<u>Scatter</u> and <u>automatic</u> weapons ignore Shield Gate completely.
<u>Biotic</u> and <u>tech</u> power damages are reduced by 100%, but any existing effects do not end and may continue to deal damage during the next round.
Damage Threshold and Shields
Only damage that applies to the target's hit points counts towards the Damage Threshold. Special abilities, feats and talents that move a character down the condition track (such as the Bounty Hunter's Hunter's Mark talent) still apply.
Emergency repair: You can take a -10 penalty on your Mechanics check to repair armor in order to reduce the amount of time needed by 1 swift action. (Tech specialist)
Backup shields: Once per encounter, you can take a -5 penalty to your Use Computer check to recharge your shields in order to reduce the amount of time required by 1 swift action. (Tech specialist)
Flash barrier: Once per encounter, you can take a -5 penalty to your Use Biotics check to recharge your barrier in order to reduce the amount of time required by 1 swift action. (Biotic talents)
Medi-gel (medical gel) is an all-purpose medicinal salve combining an anaesthetic 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, in this case, is ignored because of the product's beneficial properties.
Medi-gel acts like a medpac in the SWSE Core Rulebook, except a character can benefit from Medi-gel once per encounter, rather than once every 24 hours.
Omni-tool slots (for tech or biotic powers) = 2 + Wis
Omni-tool upgrades = 2 + Int
Omni-tools are handheld devices that combine a computer microframe, sensor analysis pack, and a miniaturized fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance. When activated, an omni-tool can appear over either of a person's forearms and/or hands, and occasionally both, as an orange hologram. The fabrication module can rapidly assemble small three-dimensional objects from common, reusable industrial plastics, ceramics, and light alloys. This allows for field repairs and modifications to most standard items, as well as the reuse of salvaged equipment.
An omni-tool can be used for most Use Computer checks that do not require larger hardware, Mechanic checks to do minor repairs, and Treat Injury checks to dispense Medi-gel.
Omni-tools are standard issue for soldiers and first-in colonists and have a wide variety of uses, but the most common use for them in combat are tech modules, installable programs that produce specific results with minimal input from the user. The inbuilt fabricator in the omnitool creates most of the necessary accessories and provides the energy needed. VI-computers calculate the required effort and take into consideration external elements, such as atmosphere or weather conditions, and adapt accordingly. A person with a biotic amp can also use their omni-tool to align their amp to use specific biotic powers.
A standard omni-tool has space for biotic powers and tech modules equal to 2 + the wielder's wisdom modifier. In addition, omni-tools provide the wearer, in conjunction with the worn armor, with kinetic barriers, or shields.Omni-tools have 2 upgrade slots, plus additional slots equal to the wielder's Intelligence modifier. Applying or changing upgrades takes one hour and requires a DC20 Use Computer check. Some upgrades require previous upgrades before they can be used, and are marked with an indent. The omni-tool can be outfitted with the following upgrades:
- Capability to use Static Tech modules.
- Capability to use all Tech modules
- A +2 equipment bonus to Use Computer checks when activating Tech modules.
- Capability to use Biotic powers.
- A +2 equipment bonus to Use Biotics checks.
- Capability to use an omni-blade.
- Increase omni-blade damage by one die.
- Change omni-blade damage to another type.
- Capability to use an omni-shield.
- Increase deployed omni-shield SR by 10, and SS by 5. May be taken up to 2 times.
- Increase omni-shield defense bonus by 1. May be taken up to 2 times.
- Increase omni-shield damage by one die.
- Remove shield duration, shield can be active indefinitely.
- Change omni-shield damage to another type.
- Capability to use an omni-bow.
- Increase omni-bow damage by one die.
- Apply one of the following properties to the omni-bow: piercing, homing, rapid-fire, seeking, accurate.
- Apply the scatter property as an alternative firing mode to the omni-bow.
- Change omni-bow default damage type to another type.
- A +2 equipment bonus to Knowledge, Mechanics, Pilot, Treat Injury or Use Computer (when not using Tech modules) checks. May be taken multiple times for different skills.
- Increase the SR of the character by 5. May be taken up to 2 times.
- Increase the SS of the character by 1. May be taken up to 2 times.
Although melee-combat applications for the omni-tool are almost as old as the device itself, the feature was largely unused prior to the Reaper invasion. The need to take on multiple husks in close quarters forced the Alliance to develop ways to enhance the tool's offensive capability.
The most common melee design is the "omni-blade", a disposable silicon-carbide weapon flash-forged by the tool's mini-fabricator. The transparent, nearly diamond-hard blade is created and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent. More technically adept soldiers frequently modify their omni-tools to maximize stopping power through electrical, kinetic, or thermal energy. Some troops integrate their weapon with their kinetic barriers, transforming the omni-tool into a wrist-mounted bludgeon; others fabricate flammable gases, held in place by a mass effect field and ignited upon impact. All prove deadly surprises for opponents who expect a disarmed Alliance warrior.
Omni-blades require a swift action to activate, and last until the end of the character's next round or until attacked with. An omni-blade is a melee attack that deals 3d6 kinetic damage.
The omni-shield is a specialized variant of the omni-blade. The omni-shield creates a highly durable mass effect barrier that stops bullets and biotic powers from affecting its wielder.
Activating an omni-shield is a swift action. When activated, it grants a +2 shield bonus to Reflex defense to the wielder, and lasts for five rounds or until manually disabled (a swift action). While the shield is active, the wielder cannot use the hand his shield is activated on for attacks (other than a shield bash), nor can he use weapons that require two hands. A character may reduce the shield's duration by one round to use the omni-shield for a shield bash, which is a melee attack that deals 2d8 kinetic damage on a successful Reflex hit and is pushed 1 square if the attack also hits his Fortitude defense (size modifiers apply to Fortitude as usual). Once the duration is up or the shield is disabled manually, the shield requires a cooldown period of 2 rounds.
Additionally, it is possible to deploy the omni-shield onto the ground as a standard action. Any enemy in front of the deployed shield is subject to a shield bash attack (as above). Deploying the shield immobilizes the wielder, but creates cover in the square it is deployed in. When deployed, the omni-shield has a Shield Rating of 20 + your heroic level, and a Shield Strength of 10. Any ranged attacks that miss any target behind the omni-shield because of the shield's cover bonus deals damage to the omni-shield. The shield recharges 20 SR per round, regardless of whether or not it took damage that round. The shield's wielder may use small or medium weapons to attack while the shield is deployed, though he takes a -2 penalty to all attacks. Once the shield is depleted or 5 rounds pass, the cover disappears and the shield requires a cooldown period of 2 rounds.
The deployed omni-shield grants no bonus against melee attacks.
The omni-bow, favored by Talon mercenaries, is a deadly and silent weapon. The omni-bow manufactures bolts similarly to omni-blades, but the omni-bow fires the flash-forged weapons as projectiles at great speed and can be equipped with a various grenades for even more power.
The omni-bow is a medium sized semi-automatic ranged weapon that deals 4d6 kinetic damage with a single bolt. As a move action it can be charged to deal 2d6 extra damage. In addition, a character can expend a grenade he owns to use that grenade's damage as the standard bolt's damage as well as gaining the grenade's secondary effects (so an omni-bow charged with an Inferno Grenade would deal 5d6 fire damage (7d6 with a charged attack), and 2d6 fire damage for 4 rounds if the damage exceeds the target's damage threshold). Grenade-charged omni-bow attacks do not confer any area of effect, and do not deal half damage on a miss. The omni-bow has range equal to a pistol.
An omni-bow can be upgraded with various properties. If the scatter property is chosen, a character may use a standard action to fire multiple bolts at a target, making a scatter attack with 4d6 damage as normal. Scatter attacks can be charged. Grenades cannot be used with these scatter attacks, though they other properties apply to grenade-charged attacks.
<u>Cain C4 Explosive</u>
The Cain Explosive is a type of plastic explosive often used by the Talon mercenaries. Illegal in Citadel space, it carries a considerable punch.
Cain C4 can be equipped with either a remote detonation or a trip-wire. If placed with a trip wire, you must determine in which direction it is pointed, "painting" all squares in a straight line from its location. When an enemy enters a square painted by the Cain C4, the Cain explodes. Roll an attack roll against each enemy in the blast radius, dealing 8d8 explosive damage on a hit, and half on a miss. Cain C4 explodes in a 2-square radius.
One charge of Cain C4 weighs 1kg, with an availability of Illegal.
These massive polycrystalline-composite shields are often seen wielded by Cerberus Guardian troops. Extremely resilient to any form of damage, they allow the wearer to advance unhindered by enemy fire, sacrificing mobility for pure armor. The shield has damage reduction of 20, 100 hit points and a damage threshold of 40. If an attack overcomes the shield's damage threshold, reduce its damage reduction by 5 until it is repaired. A character wielding a Guardian Shield has a maximum Dex bonus of 0, is considered flat-footed to any attack coming from a direction he is not facing the shield, and has their speed halved. A character must be wearing an armor with the powered exoskeleton modification to be able to move with Guardian Shield in one hand, allowing the use of a weapon in the other. A character without powered exoskeleton must wield the shield in two hands. The Guardian Shield may be placed onto the ground as a move action, granting its normal benefits to anyone directly behind it.
A character with a Guardian Shield places the shield the direction the character is facing. Changing the direction the shield is facing is a swift action. The shield grants improved cover against all attacks from that direction, though critical hits still hit as usual. Any attacks that missed because of the shield's cover bonus deals its damage to the shield instead. The shield blocks all telekinetic biotic powers as well as powers and tech modules which deal direct one-time damage, but the Disarm, Grip, Lash, Pull and Singularity powers affect the shield instead of the bearer, stripping it away if it beats the wielder's defense.
A character wearing power armor can attempt a shield bash as a melee attack. Consider the shield a melee weapon that deals 3d8 kinetic damage on a successful hit.
Weapons with the Piercing quality ignore the shield's hit points and reduce the damage reduction the shield grants.
Most individuals know only their mother tongue, and rely on machine translation. Modern portable computers allow anyone with a few hundred credits of equipment to enjoy seamless real-time translation of alien languages, courtesy of handheld PDAs, computers in clothing or jewelry, or sub-dermal implants. Without fast and accurate translation, galactic trade and culture would not exist.
Governments provide subsidized software, updated through the public extranet "on the fly", often as users approach spaceport customs facilities. Even the batarians, who isolated themselves from galactic society nearly two decades ago, take pains to provide up-to-date glossaries and linguistic rules, though most suspect that this is only so they can continue exporting propaganda.
It is still considered broad-minded and practical to be able to speak without machine aid. Children often take courses in alien language, and most races can speak the simplified artificial "trade tongue" with little difficulty.
Some species must rely on machine translation to interact with the rest of the galaxy. Hanar, for example, cannot reproduce the spoken language of any humanoid species, and other races cannot reproduce hanar bioluminescence without mechanical aid. Newly discovered or obscure races don't have machine translation available until the linguists have had time to study them.
A universal translator costs 200 credits and allows the wearer to talk any non-extinct language to other living beings. It does not allow the wearer to talk languages that have not had contact with the Council or languages that are only spoken by extinct races (such as Protheans) unless configured to do so (one month's work per language with a DC 20 Use Computer check).